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Root nulls units abilities?

02-01-2007, 09:01 PM#1
Shiv
Alright, little issue here. I've got a building with root on it, and pre-assigned abilities (Hardened Skin and Spell Shield are two of the ones I'm using), but the abilities refuse to show up on the building when Root is in their ability list, even if it's given after creation. Unrooting doesn't change this. As soon as I remove Root, everything is fine. Anyone know what the deal is with this and if there's a workaround?
02-02-2007, 02:11 AM#2
Pyrogasm
"Root", as in 'Aro1' and 'Aro2': the night-elf building abilities? Or "Root", as in 'AEer': "Entangling Roots"?
02-02-2007, 04:53 AM#3
Shiv
NE Building Abilities
02-02-2007, 05:14 AM#4
Pyrogasm
Did you base the building off of a NE building that had the "Root" ability? There might be some sort of a compatibility issue if you haven't.

Other than that, I'm miffed.
02-02-2007, 09:13 PM#5
Shiv
Don't believe I did, as far as I can remember I simply built it off a footman, and then had the idea to make it a structure, followed by the thought that it should have root.
02-02-2007, 10:03 PM#6
The)TideHunter(
Probally hardcoded, some type of problem when adding/removing abilities, its nothing new (this problem is, but adding/removing certain abililities in certain circumstances have effects like thhis).
02-03-2007, 11:43 PM#7
Panto
Have you tried giving it the Ancient classification to see if that has any effect? Have you tried giving it only the abilities that a unit like the Ancient Protector has to see if they work right?
02-04-2007, 09:53 PM#8
Shiv
I have, actually. Giving it the ancient classification seems to do nothing. I suspect that there may be something hard coded or a flag we can't access, because abilities normally on buildings (with or without root) work as they would normally until uprooted. For instance, Eat Tree works as normal and so does Entangle Gold Mine. The weird thing is that the other abilities on the unit (not normally on structures) stay there as long as it's in it's initial rooted form, but as soon as you unroot they go away.

They even stay gone when you root again. EDIT: If you add the ability after it's done rooting, they do stay on it in building form, but still disappear when in mobile form (The come back again when rooted). I'm really stumped on this. I've compared the abilities, there's nothing that jumps out as being a potential answer. I've tried changing the races of the abilities, races of the units, changing them to ancient classification, changing the position of the button... nada. Dependancies aren't being checked, though I've tried enabling checking of dependacies... sigh. I'm really just out of ideas here.
02-05-2007, 09:19 AM#9
Guest
Did you give the ability to both the rooted and uprooted units?