| 04-03-2007, 09:34 AM | #1 |
I use the phoenix fire as a base spell for my items. However i've crossed the time that I need it to induce status ailments(Stun,slow,freeze). Is there anyway to do this? IT should work like: Phoenix fire activates > Hits target > Target is under ailment for X seconds. Help please. |
| 04-03-2007, 11:15 AM | #2 |
Can't be done with Phoenix Fire. ...or, you could try triggering it with damage detection events, but then the weapons that were to cause status ailments would need to deal unique amounts of damage, because that would be the only way to identify which phoenix fire skill triggered it. You could also try the dummy attacker approach, where you constantly move an invisible unit to the position of the item holder with a periodic trigger, but that works slightly different than phoenix fire, first it's attack damage rather than spell damage, so unit armour starts working, and second it doesn't target randomly as phoenix fire, but normaly acquires the closest target. |
| 04-03-2007, 12:24 PM | #3 |
Can't I make the invisible unit keep casting frost nova or something? |
| 04-03-2007, 04:50 PM | #4 |
Heres a trigger for that, the leaky way: Every (Random number bwteen .5 and 1.2) seconds of the game [So the phoinex fire varies in speed] Create 1 dummy caster at position of (your unit) Order (last created unit) to cast (your spell) add a 1 second generic expiration timer to last created unit That leaks alot, though. Im doing something like this for my map (a hero defense), also. I'll give you the trigger for it (if you need it) when im done. |
| 04-03-2007, 05:01 PM | #5 | |
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| 04-03-2007, 07:43 PM | #6 |
Right, forgot about the buff. Dil999, things don't work like that, that random number will only get picked once, when the trigger's event is registered. |
| 04-03-2007, 08:08 PM | #7 |
Yeah... i realized after a few times it stops doing it. Is there a way you can reset the random number? |
| 04-03-2007, 08:20 PM | #8 | |
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| 04-03-2007, 08:55 PM | #9 |
No idea what you mean, earth fury. |
| 04-04-2007, 01:57 AM | #10 |
Or you could use my idea which would work. |
| 04-04-2007, 02:58 AM | #11 |
I've used Vexorian's Damage Detection system in my Battle Tanks MG map. With a few modifications, it works perfectly for my application. I causes minimal lag and works 100% of the time! I suggest looking into his system. |
| 04-04-2007, 01:42 PM | #12 |
So if I can detect buffs with phoenix fire... You're saying I can actually get this to work? Sort of... If I am using a Frost Weapon... Weapon fires...Buff attached on enemy...detected specific buff...dummy unit casts frost arrow or something... Something like that? If that works... I'll need more in depth help on how to do it... |
| 04-04-2007, 11:27 PM | #13 |
That is EXACTLY how i do it. The system is quite complex so if you want a hand i can guide you through the process but here is the link to the system i started with. I've since completely changed it to better suit my map, but the core is still the same. If you need anymore help, PM me. http://www.wc3campaigns.net/showthre...=attack+detect |
| 04-06-2007, 10:39 AM | #14 | |
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Couldn't you make the every x seconds a variable and then change it that way? |
| 04-06-2007, 09:50 PM | #15 |
Oh...did I hit the bullseye? Is this manageable in GUI? I'm just a kid, and I'm not in good terms with JASS. |
