| 10-22-2007, 02:58 PM | #1 |
I'm making skills based on a corpse and I ran into a few problems... First Skill is Galvanize corpse - It targets an AoE and if there are corpses inside the AoE it creates a dummy unit with AoE on death Goblin Mine ability, that deals damage to allied as well as enemy units. I tried using Force of nature that targets Dead instead of trees but it doesn't work. Any other way of making it work? Second skill is Raise Archer - I already have Raise Skeleton Warrior based on Raise Dead, so just modifying Raise Dead won't work (and modifying raise dead (item) ability won't give you autocast ability). Basically I want to have two autocast skills, one that raises Skeleton Archers and one that raises Skeleton Warriors (I borrowed idea from Anitraf's Altered Melee ). |
| 10-22-2007, 04:31 PM | #2 |
1. This should be quite easy to trigger - units starts an effect of an ability -> Pick all units in range -> is dead? -> create dummy unit on its location 2. You cant have two active skills based on one unit (channel is the exception). |
| 10-22-2007, 05:32 PM | #3 |
2. Base it on Crypt Lords - Carrion Beetles. |
| 10-22-2007, 07:17 PM | #4 |
Typek is correct, but I must make an addendum. Carrion beetles are permanent while raised skeletons are not. If you want the 2nd ability to raise non-permanent skeletons, then make sure to add the timed life ability to carrion beetle units. |
| 10-22-2007, 07:38 PM | #5 |
If you want to detect corpses in a region, simply create a dummy unit at the center of the region you want to detect. The native for ordering the unit to cast a spell will return a boolean that you can use to determine if there was a corpse or not. Then you can just use GetSpellTargetUnit to get the risen unit. |
| 10-22-2007, 07:52 PM | #6 |
Actually your second skill is easier than you think, Raise Dead can be modified to summon both a skeleton warrior and a skeleton archer. Also what's the point of using up another ability slot for another raise dead skill when you can have 1 summon both? As for Galvanize, simple use raise dead as the base not treants. As the treant spell can only target trees anyway. If you want I can experiment on a map and see how to get it to work best I'll do it because I do have a fair amount of experiance in triggering (nothin hugely complicated yet though). If still stuck on how to modify Raise Dead I will give you step by step instructions ![]() |
| 10-23-2007, 02:03 PM | #7 | |
Quote:
Typek +rep. |
| 10-23-2007, 04:01 PM | #8 |
