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Triggering a complicated True sight spell

07-31-2006, 02:56 AM#1
Beannie
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
Sharingan
Yup...depends what you mean by "another unit".
07-31-2006, 09:22 AM#3
The)TideHunter(
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
Beannie
ahh thats sweet -=c) and it looks just like what i was thinking about.
07-31-2006, 09:59 PM#5
oNdizZ
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
SFilip
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
Wyvernoid
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
The)TideHunter(
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
SFilip
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
Wyvernoid
Quote:
Originally Posted by SFilip
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...
'Think that will not only let us see him right now but also when he moves away.

Quote:
Originally Posted by The)TideHunter(
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.
The same problem: what will you have the dummy do when the rogue moves away?
08-01-2006, 11:20 AM#11
The)TideHunter(
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
SFilip
...or a shorter duration to the spell.
08-03-2006, 07:12 PM#13
oNdizZ
...or just use GetLocalPlayer() with SetUnitVertexColor() for the ultimate solution -_^
08-03-2006, 08:28 PM#14
The)TideHunter(
Quote:
Originally Posted by oNdizZ
...or just use GetLocalPlayer() with SetUnitVertexColor() for the ultimate solution -_^

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
Wyvernoid
Quote:
Originally Posted by The)TideHunter(
Remove him?
When do you remove him? How do you know that the rogue is moving away?
Quote:
Originally Posted by The)TideHunter(
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.
Why would you say that? 'Think if we don't remove the sight when the rogue moves out of his sight range, is it still a TRUE SIGHT spell? It'll become an observing spell helping to spy enemies like Owl Scout, but the Owl, surprisingly, is an enemy rogue! ;-)
Quote:
Originally Posted by The)TideHunter(
If you wanted a spell or something that does the features i suggested, add a duration.
Add a expiration timer to the dummy.
Well you mean the seer can only see the rogue for a while, and then he becomes invisible again? Or the rogue moves far far far away across Playable Map Area in the while, why do we use ISEEDEADPEOPLE?