| 01-19-2005, 04:08 PM | #1 |
I registered for wc3campaigns just to ask this... I hope SOMEONE can help me... Right: I'm making a map with an ammo system like that in NOTD. I had to make it from scratch because they protected the map (dammit :-P). I've managed to make it all okay so far, except that I'm having trouble finding a way to prevent them from attacking once they run out of ammo. I've got the events and stuff, all I need is a way to stop them from attacking, whilst still allowing them to move around ect. I want to stop them completely though. Not give them a 100% chance to miss or anything like that. |
| 01-19-2005, 05:42 PM | #2 |
Still no help... Pmub |
| 01-19-2005, 07:12 PM | #3 |
Guest | you have to replace the unit. |
| 01-19-2005, 08:31 PM | #4 |
i also need a way to stop them from attacking. The only way i got is the replacing way witch i dont think it looks as nice. |
| 01-19-2005, 09:00 PM | #5 |
why not have a unit to cast silence that stops you from attacking (it is possible in the object editor) and then when you get ammo another caster casts abolish magic? |
| 01-19-2005, 09:05 PM | #6 |
whoa lol u read my mind i was just thinking on if there was a spell that stopped u from attacking |
| 01-19-2005, 09:06 PM | #7 |
lol np rep plz ^_^ ^^ |
| 01-19-2005, 09:27 PM | #8 |
one last thing how do i make that an aura that effects them only |
| 01-19-2005, 11:03 PM | #9 | |
Guest | Quote:
In the Target's Area just choose the Quota you want. In this case Tick Self, and nothing else. |
| 01-19-2005, 11:11 PM | #10 |
Replacing the unit is totally a bad idea, you can just use that Orc Burrow ability, when added to a unit that doesn't have a cargo, it disables their ability to attack |
| 01-20-2005, 01:57 AM | #11 |
i like that idea vexorian can you explain more. because if u ever click on a burrow with peons in it you can see the 4 little boxes and peons head in them in the middle. i dont really want that. other then that orc burrows i think would be more effeciant then replacing. and easyer for the items. |
| 01-20-2005, 08:52 AM | #12 |
I have it! I've found a way to do it! Here is the entire system: ON ATTACK Events: A unit is attacked Conditions: (Owner Of Attacking Unit) Not Equal To (Player 12) Actions: Player- Add (-1) to Current Gold of (Owner of(Attacking Unit) RELOAD Events: Player 1's Current Gold becomes Equal To (0) Player 2's Current Gold becomes Equal To (0) Player 3's Current Gold becomes Equal To (0) Player 4's Current Gold becomes Equal To (0) Player 5's Current Gold becomes Equal To (0) Player 6's Current Gold becomes Equal To (0) Player 7's Current Gold becomes Equal To (0) Player 8's Current Gold becomes Equal To (0) Player 9's Current Gold becomes Equal To (0) Player 10's Current Gold becomes Equal To (0) Conditions: Actions: IF THEN ELSE, MULTIPLE FUNCTIONS: IF (Triggering Player) Current Lumber Not Equal To (0) THEN Player- Make (Triggering Player) treat (Player 12) as an (Ally) Player- Add (-1) to Current Lumber of (Triggering Player) Wait (3) Seconds Player- Set Current Gold of (Triggering Player) to (30) Player- Make (Triggering Player) treat (Player 12) as an (Enemy) ELSE Player- Make (Triggering Player) treat (Player 12) as an (Ally) PREVENT ALLY ATTACKING Events: A unit is issued an order targeting an object Conditions: (Issued Order) Equal To (Attack) (Target Unit Of (Issued Order)) Belongs To (Players Matching Condition((Matching Player)Is In Player Group(Allies Of(Owner Of Ordered Unit))) Actions: Unit- Order (Ordered Unit) to (Stop) ADD CLIPS Events: A unit uses an item Conditions: (Item Being Manipulated) is item of type (Clip) Actions: Player- Add (1) To Current Lumber of (Owner Of (Hero Manipulating Item)) IF THEN ELSE IF Current Gold Of (Owner of (Hero Manipulating Item)) is Equal To (0) THEN Player- Add (-1) to Current Lumber of (Triggering Player) Wait (3) Seconds Player- Set Current Gold of (Triggering Player) to (30) Player- Make (Owner of (Hero Manipulating Item)) Treat (Player 12) as an (Enemy) ELSE Do nothing This may not be written quite the way it should, but you should be able to understand it. I'm gonna post it as a tutorial now. If you use this, please give me credit on your loading screen. (N.B. This is assuming you want Player 12 - Brown, to control all the enemies, and players 1-10 to be humans and allys.) |
| 01-20-2005, 11:54 AM | #13 |
this is actually very similar to what i have currently. the only trigger i dont have is Add clips. i just use an item that gives u 1 gold when u pick it up. I see one problem. In reload your making them treat zombies as allys. u can still order ur guy to attack ur allies. unless i think you would have to change the targets allowed to enemys only. and the trigger that is used to stop it. it would still do the gun animation right on shooting? anyways i like the alliance thing. |
| 01-20-2005, 03:36 PM | #14 | |
Quote:
Nope. It doesn't even let them start to attack. |
| 01-20-2005, 09:39 PM | #15 |
There is an ability called Orc burrow ability or something like that. if you add the ability to the unit with a trigger, it is unable to attack, if you remove it the unit is able to attack again. |
