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A couple of easy questions.

03-28-2008, 05:36 PM#1
Neversleeping
1) Is is a way for triggers to remove doodads?

2) I'm trying to simply let an item channel Tranquillity upon use. What's the easiest way to manage this? It's a pre-made Item-version of the ability, but it doesn't seem to work.

Thanks!
03-28-2008, 08:38 PM#2
Hydrolisk
1) I suppose you mean removing doodads with triggers. I'm not sure if you can do that, although you can remove/kill destructibles (which is what I have here). If you only need to destroy a few doodads, then you can just make destructibles with the same model file, and etc.
Trigger:
Untitled Trigger 001
Events
Conditions
Collapse Actions
Destructible - Kill (Last created destructible)
Destructible - Remove (Last created destructible)

2) How does this not work? Does it simply not activate? (If that's the case, you might need to set some properties of the actual item such as "Cooldown" group or something.)
03-29-2008, 01:22 PM#3
Neversleeping
Well, if you have the editor nearby you could try to add Tranquillity to an item and of course set the item to "Actively used" and whoops, nothing happens when you push it.
03-29-2008, 01:27 PM#4
RolePlaynGamer
What cooldown group does the item have?
03-29-2008, 02:30 PM#5
Neversleeping
I chose Tranquillity, just to be sure. Strange thing.



Another question that would be of great help is the following. I'm making an epic map now, and has come to the balancing part of the map creation. I'd like to change the Taurens Shockwave ability to do half damage on buildings. Some ability has this building reduction number included, but Shockwave does not. Any clever way through this problem?

Thanks again.
03-29-2008, 02:48 PM#6
burningice95
Quote:
Originally Posted by Neversleeping
I chose Tranquillity, just to be sure. Strange thing.



Another question that would be of great help is the following. I'm making an epic map now, and has come to the balancing part of the map creation. I'd like to change the Taurens Shockwave ability to do half damage on buildings. Some ability has this building reduction number included, but Shockwave does not. Any clever way through this problem?

Thanks again.

There is no way to do this unless it has a field like this built in, like star fall or earthquake(?). You would have to trigger the entire shockwave.
03-29-2008, 11:55 PM#7
ThonGod
For One i itnhk you can just do soemthing like

Trigger:
Actions
Destructible - Kill Summer Tree Wall 0000 <gen>
Destructible - Remove Summer Tree Wall 0000 <gen>
Collapse Destructible - Pick every destructible in Some Place <gen> and do (Actions)
Collapse Loop - Actions
Destructible - Kill (Picked destructible)
etc but I dont tihnk it works on all types of doodads.
-------------
For 2, i think this might work...

Trigger:
Untitled Trigger 001
Collapse Events
Unit - A unit Acquires an item
Collapse Conditions
(Item-type of (Item being manipulated)) Equal to Tranquility Item
Collapse Actions
Unit - Add Tranquility to (Triggering unit)
And you can remove it when itloses the item.

Not sure about the cooldowns etc
-------------
For the third thing, I dont tihnk you can change the damage to structures.
But how much damage does it do to buildings in the first place?

Hope this helps,
- ThonGod
03-30-2008, 01:42 AM#8
Deaod
maybe you can use armor types to reduce magic damage done to buildings via Gameplay-settings. But be careful, this solution also affects many other spells dealing magic damage (to buildings and other units using the same armor type).
03-30-2008, 02:22 AM#9
Neversleeping
Ok, thanks for all the help guys, it's been really helpful.

:)
03-30-2008, 11:15 PM#10
Pyrogasm
Just confirming on the doodad thing: you can remove destructables but not doodads. To solve this, you can use units with the Locust ability as doodads instead and then remove them with RemoveUnit().
04-03-2008, 02:16 PM#11
Neversleeping
Okay. This effect could potentially apply to all doodads on the map, so I'll just let the doodads stand, no problem.


I'll attempt yet another question, since you are so helpful. Is it possible to give trigger-created units the same "life-span-bar" as summoned units gets?
04-03-2008, 04:56 PM#12
Deaod
yes, theres a native for that: native UnitApplyTimedLife takes unit whichUnit, integer buffId, real duration returns nothing
i think GUI uses
Trigger:
Unit - Add a 60.00 second Generic expiration timer to (Triggering unit)
for that.
04-04-2008, 01:46 AM#13
Neversleeping
Thank you for that! :)

For the record, I promise you one hell of a map within a few months. Been working on it ever since I bought the game about 6 years(?) ago. It's simply epic.
04-04-2008, 12:16 PM#14
[VDM]Amn
6 years ??
04-05-2008, 12:56 AM#15
Neversleeping
Maybe I exaggerated. I mean, ever since War3 hit the stores. When was that?