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Non-Locust projectiles creation.

08-04-2007, 09:18 AM#1
DioD
Code:
call UnitSuspendDecay(CreateCorpse(Player(0),'hfoo', 0,0,0), true)

I hack much projectile systems from resource section, most dummy units uses locust to hide from user or dont hide at all.

This method do not need locust to hide unit from user, also you can use Enum functions and unit in range event.

If you correctly set dummy options, no spells will affect missile units, or dont do it, rise dead may be used to shield from missiles.

After unit is created you may set any animation and attach grafical effect.

Such units will never get removed by engine.
08-04-2007, 10:19 AM#2
Immoralis
excellent discovery +rep
08-04-2007, 10:53 AM#3
Toadcop
awesome ^^
u rulez !
08-04-2007, 11:10 AM#4
cohadar
Quote:
Originally Posted by DioD
rise dead may be used to shield from missiles.

Loool, so you throw a rocket at me and I turn it into skeleton and pwn you :)

Nice idea no doubt, but I would set missile unit to
Can't Raise - Does Decay.
08-04-2007, 05:58 PM#5
MaD[Lion]
this is awesome discovery! OMG OMG! LOVE!
08-04-2007, 06:01 PM#6
iNfraNe
Meh, so simple. Finally :)
08-04-2007, 06:27 PM#7
grim001
useful
08-04-2007, 06:31 PM#8
Toadcop
+ btw it seems what UnitInRange event doesnt triggers =\ with corpses
08-05-2007, 02:05 AM#9
MaD[Lion]
then dont use triggers :)
08-05-2007, 02:21 AM#10
DioD
direct enumeration do it well

EnumUnitInRange(blabla,Condition(function action))
08-05-2007, 09:26 AM#11
Toadcop
then dont use triggers :) :pray: you are genius ! xD

DioD your feature is the next generation of unselectables/untargetable units.
08-06-2007, 01:12 AM#12
MaD[Lion]
This method works but in some circumstances it wont work without touching the unit editor... The locus always with all units...
08-06-2007, 11:31 AM#13
CommanderZ
Just a question...how do you set the corpse to the model of the missile? Attach it as special effect?

Anyways...nice job. Finally we will be able to make effective force fields/shields. W00t!

+ Rep
08-06-2007, 11:46 AM#14
DioD
unit with dummy model, create then call SetAnimation("stand"), unit will keep animation and all other parameters