| 07-31-2006, 02:56 AM | #1 |
I have a rouge class that has the wind-walk type ability. I want the game to check another units int against the rouge classes, if it is higher by a % i want the Rouge to become visible. Is this even possible? |
| 07-31-2006, 04:15 AM | #2 |
Yup...depends what you mean by "another unit". |
| 07-31-2006, 09:22 AM | #3 |
Anythings possible. Heres a quick example. There is "Jimmy" and "Frank" (classics). Heres a trigger. The event is up to you, you dident state a event so you can fill that in. Trigger: Actions
![]() Set JimmyInt = (Intelligence of (Jimmy) (Include bonuses))
![]() Set FrankInt = (Intelligence of (Frank) (Include bonuses))
![]() Set Difference = (FrankInt - JimmyInt)
![]() If (Difference Greater than 1) then do (Unit - Remove Wind Walk buff from Jimmy) else do (Do nothing)In this case, Jimmy is surposed to be the windwalker, and Frank is surposed to be the 1 with intelligence. If Frank has less Intelligence, it will do nothing. If you want me to change the 10 to a percent, you must give more infomation on where you get this percent from. |
| 07-31-2006, 01:37 PM | #4 |
ahh thats sweet -=c) and it looks just like what i was thinking about. |
| 07-31-2006, 09:59 PM | #5 |
that would just remove all wind walks effects on that unit. so, all other units will see it aswell, not just the higher int rouge. the lower int rouge will also loose its movement speed change aswell as the extra bonus damage on the first hit. but, if thats what you want, go for it. |
| 07-31-2006, 10:12 PM | #6 |
well the alternate solution is to add true sight to the "wise" unit and later remove it. one problem with this though: true sight will not interfere with windwalk bonus damage which might be a problem... |
| 08-01-2006, 01:48 AM | #7 |
And only adding a "true sight" may not be enough... the unit with added true sight will not only see hided units that he's wiser than, but also those that are wiser than him. Till now our suggestions are only about global visibility changes(in two ways, one is whether the seer can see ALL or NO hiding units, another is whether a rogue can be seen by ALL or NO seers) They're all easy, but if we want to exactly achieve Beannie's goal, it must be hard work ![]() |
| 08-01-2006, 08:25 AM | #8 |
I came up with the solution i made because thats what i thought he asked for. If he just wants that unit visable, create a dummy unit with true sight, give the true sight range about 5, and make the dummy unit always at the position of the 'rogue'. Then only he is visable. |
| 08-01-2006, 10:58 AM | #9 |
wait, since you put it that way, isn't there a spell that does the same thing? giving visibility over some specific unit? fearie fire or something... |
| 08-01-2006, 11:05 AM | #10 | ||
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| 08-01-2006, 11:20 AM | #11 |
Remove him? You guys are making this complicated when it dosent have to be. He dident say anything along the lines of "and how would i remove the visabilty when hes out of range", so he might not want that feature. If you wanted a spell or something that does the features i suggested, add a duration. Add a expiration timer to the dummy. |
| 08-01-2006, 02:01 PM | #12 |
...or a shorter duration to the spell. |
| 08-03-2006, 07:12 PM | #13 |
...or just use GetLocalPlayer() with SetUnitVertexColor() for the ultimate solution -_^ |
| 08-03-2006, 08:28 PM | #14 | |
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No not really, thats not a good solution if you ask me... Remaining shadow, clickable, and alot of other things. |
| 08-04-2006, 02:00 AM | #15 | |||
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