| 01-09-2006, 11:27 PM | #1 |
How would I create a passive taunt? My Previous idea was to have it create a "following" dummy unit that casts taunt and what ever damage the dummy unit takes is redirected to the hero but there should be a more effective way.... thx |
| 01-09-2006, 11:59 PM | #2 |
Hmn... - A periodic event that forces nearby units to attack the tauting unit (tis has issues) - a hidden taunt ability (in a spellbook) that is automatically cast with a periodic event. the later of the 2 is more difficult, but should "play" better. |
| 01-10-2006, 03:18 AM | #3 |
Although the second solution will cause the hero to occasionally be interrupted as he's casting or running around or... well, anything. |
| 01-10-2006, 03:19 AM | #4 |
If the enemies were only Neutral Aggressive units a lure ability might work out well. Just an idea, it might be worth a try. |
| 01-10-2006, 05:51 PM | #5 |
Periodic trigger which orders all units in AOE around caster to attack caster. |
| 01-10-2006, 06:23 PM | #6 | |
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yes, but that would make them follow te caster across the map and never stop attacking. taunt just makes them put a higher priority on the caster. (so high that they will try to attack the caster before anything else) |
| 01-10-2006, 07:17 PM | #7 |
Try using the new orb of lighting ability. |
| 01-11-2006, 05:55 PM | #8 |
okay how about making them attack once so that once they attack they will be close enough to the hero and will prolly continue to attack him, but will not pursue... |
| 01-11-2006, 10:56 PM | #9 | |
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That's actually a very good idea. If you give it a chance of 100% it would cast taunt whenever your hero damages an enemy. That's probably not exactly what you wanted, but it's a pretty good workaround with a very similar effect. |
| 01-12-2006, 03:35 AM | #10 |
"New"? Previously, I'd thought that Orb effects could only be used to cast single-target spells. |
| 01-12-2006, 12:11 PM | #11 | |
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| 01-12-2006, 04:22 PM | #12 |
Every time a new patch comes out I hope that they've fixed the Orbs to cast on any attack, again. |
| 01-13-2006, 09:43 PM | #13 |
Isn't there some priority setting for each unit, that gives the priority at which units will attack that unit? Could try putting that up high, if it's there. |
| 01-15-2006, 08:45 AM | #14 | |
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What I love, is that with every new rts Blizzard make... they always improve the editor. And wc3's modding has been so awesome... I can't wait to see what their next rts and next editor are like. A new starcraft? Does anyone think a Diablo rts would be interesting? It'd probably be a bit dull actually. I haven't played much Diablo but I've never seen anything to suggest its got a lot of factions in its story that'd translate well into an rts. |
| 01-15-2006, 08:50 AM | #15 |
OT: Try making a trigger, which: 1) Stores unit in a local 2) Orders unit in local to attack a taunter 3) Waits a few seconds 4) Orders unit to stop If this works as intended (unit attacks taunter for a few seconds, and then stops caring about who it is attacking again), then you can use this trigger for all kinds of taunt abilities. |
