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Windwalk in Deep Water

05-08-2006, 12:25 AM#1
Oblivion9
I was wondering if anyone could help me with this. I am attempting to use Windwalk for a boat, but for some reason it will only work on shallow water. In deep water the boat freezes and cannot move until the ability has stopped. This has led me to believe that for whatever reason the spell thinks it's being used on a ground unit and not one that floats. How can I adjust the spell (via triggers or otherwise) in order to make it work. Thanks.
05-08-2006, 12:26 AM#2
map-maker
change the targets allowed to allow floating units or w/e it is...i think? this doesnt seem like the right forum also...
05-08-2006, 12:33 AM#3
Oblivion9
I assumed that maybe i needed a trigger to get it to work maybe... *guesses* hence i put it here
05-08-2006, 12:46 AM#4
TaintedReality
Sounds like it's hard coded for the Windwalk ability to do that. You might need to create your own version of Windwalk, via a dummy Invisibility and a dummy +Movement speed spell (Bloodlust would work).
05-08-2006, 03:55 AM#5
Oblivion9
So then would something like a summon (ie. Spirit Wolves) be a good idea? As in summon a dummy unit with a expiration timer (locust,art model = zone indicator) that has let's say the ability invisibility and then trigger it up so that once the unit is summoned force it to cast invisibility on the casting unit? (Repeat for other abilities)

Will this cause any problems? Like server splits or anything? Cos I'm leary about triggering spells... Thanks again
05-08-2006, 06:36 AM#6
kaldoreielf
You don't "summon" Dummy Units, you create them via triggers. set the shadow, selection scales etc to 0 and give it the ability Locust. Create it via a trigger and make it cast the spell via a trigger, then remove it from the game, once again, via a trigger.
05-08-2006, 08:03 AM#7
Anitarf
You don't have to create it via a trigger, you really can just summon it.Of course, if there's two dummy spells you want to cast on your unit (invisibility and speed increase), you'll need another dummy to cast the other spell, and that one you would have to create by triggers (unless you use a summoning spell that summons two different dummies, that could work too). An alternative to using dummy caters is to add a passive permanent invisibility and speed increase abilities to the hero, and then remove them whenever he attacks anybody or casts a spell or the duration of the "wind walk" runs out.
05-08-2006, 11:35 AM#8
Soultaker
Quote:
Originally Posted by Tim.
.

Nvm :P
05-08-2006, 01:41 PM#9
Tim.
Quote:
Originally Posted by Anitarf
An alternative to using dummy caters is to add a passive permanent invisibility and speed increase abilities to the hero, and then remove them whenever he attacks anybody or casts a spell or the duration of the "wind walk" runs out.
.
05-08-2006, 02:13 PM#10
boomwolf
i got a scary thoght with this problem you found...
if you windwalk a ship on shallow water and have a ramp to normal ground-can it go up and lets say harvest wood?(and when its done windwalk back to the water)
windwalk is defently wierd...