| 10-14-2004, 06:46 PM | #1 |
Code:
Events [color=Blue]Unit - A unit Begins casting an ability i did the following code: Conditions [color=Blue](Ability being cast) Equal to Impale[/color] Actions [color=Blue]Unit - Order (Casting unit) to Undead Crypt Lord - Impale ((Center of (Playable map area)) offset by 3000.00 towards (Facing of (Casting unit)) degrees)[/color] well.. impale must be a custom ability. but doesn't appear in Actions!!! i saw the answer before, but it seems that expired! i can't find the thread. in my mod, you use an ability (his unique magical thing is his name) and then, by trigger, your unit casts a custom ability (targeting a point). any help!? c ya.[/color] ![]() |
| 10-14-2004, 07:13 PM | #2 |
If it's a custom ability it won't be in the list. Just select the base spell(i.e. if you have a custom spell based off impale select imaple) |
| 10-14-2004, 07:53 PM | #3 | |
Quote:
if exists both abilities? which will cast? you sure? |
| 10-14-2004, 08:01 PM | #4 |
Both since you can't give a hero two abilities with the same base ability without making him cast both at once when you order one! |
| 10-14-2004, 08:14 PM | #5 |
i need that, when i click an ability, it activates Impale toward a point. let's imagine that CastSpell is an spell that doesn't harm or cast something Code:
Actions Unit - A unit Begins casting an ability Conditions (Ability being cast) Equal to CastSpell Actions Unit - Order (Casting unit) to Undead Crypt Lord - Impale (A Point/somewhere) what is the suitable way to do that? That unit needs both abilities: CastSpell and Impale. But player would be able to use it!. And if i remove CastSpell and allow the player be able to cast Impale as the activator, we'll find the following problem. He'll be asked to select a point to cast the spell. mmmh. i'll see. c ya |
| 10-15-2004, 04:29 AM | #6 |
The CastSpell thing will work if the CastSpell is not based on Impale, use any other spell. |
| 10-15-2004, 06:10 AM | #7 |
As above, but you'll have to spawn a dummy unit to cast the actual impale. |
| 10-15-2004, 11:17 PM | #8 |
i'll see. thanks |
| 10-15-2004, 11:55 PM | #9 |
i still need that players can't use an ability. they'll use it later, by trigger. player can't use it. how!!! |
| 10-16-2004, 01:53 AM | #10 |
... Use the following, you'll have to mkae an invisible unit that has a impale ability first and another ability that has no actual effect (like roar with no bonus). Code:
Event: Unit starts the effect of a spell Condition: Ability being cast = DummyRoar Actions: Create 1 ImpaleCaster at position of casting unit Order last created unit to impale <position of casting unit offset by 3000 towards <facing angle of casting unit>> Apply expiration timer to last created unit of 2 seconds |
| 10-16-2004, 03:23 AM | #11 |
yeap, sure... it should work. but i prefer setting available and unavailable the ability. never mind, i'll do it by my own. c ya |
