For unit attack and disable it.

Necrolytie

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Or you can make this.
hideunhide.jpg

just don't forget to remove the unit from the "UnitGroup" after this, cuze if you don't remove it, hin will be hide if you cast it on another unit.

Ps. The Spell "Firebolt" ofcourse can be changed, its just a exemple.
 

Maelbog

Member
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3
Try this, this works.
Code:
Hide Cast
    Events
        Unit - A unit Starts the effect of an ability
    Conditions
        (Ability being cast) Equal to Hide
    Actions
        Set TargetUnit[(Player number of (Owner of (Triggering unit)))] = (Target unit of ability being cast)
        Unit - Hide TargetUnit[(Player number of (Owner of (Triggering unit)))]
        Wait 1.00 seconds
        Unit - Unhide TargetUnit[(Player number of (Owner of (Triggering unit)))]
 

zero9x

Active Member
Reaction score
1
Trigger:
  • Events
    • A unit Starts effect of an ability
    • Conditions
    • Ability being cast equal to HIDE
    • Actions
    • Unit - Hide (Target Unit of Ability Being Cast)
    • Unit Group - Add (Target Unit of Ability Being Cast) to Hide_Group
    • Wait (1.00 x (Real((Level of (Ability being cast) for (Triggering unit))))) seconds
    • Unit Group - Pick every unit in Hide_Group and do (Actions)
    • Loop - Actions
    • Unit - Unhide (Picked Unit)
    • Unit Group - Remove (Picked unit) from Hide_Unit
    • Unit - Cause (Triggering Unit) to damage (Target unit of Ability Being Cast), dealing (50.0 x (Real(Level of (Ability Being Cast) for (Triggering Unit))))
 

Necrolytie

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I can't understand, i remaked your trigger and it works fine... exepty the "damage" you will need to place it before the wait action...

WOW!!! I GOT A IDEA!!!!
Make this, create a custom "Hex" spell, after, create a new unit without model or shadown, and make it to be the unit type the Hex spell will set the target unit, and vuala! a Hide spell :D

You just need to creat a trigget to deal the damage and to don't let the other units attack it when are "hidded". On anex a exemple map!

Enjoy!
 

Attachments

  • Hide Units Idea by Necrolytie.w3x
    18.4 KB · Views: 276

Maelbog

Member
Reaction score
3
How bout this?
Code:
Ability1 Cast
    Events
        Unit - A unit Starts the effect of an ability
    Conditions
        (Ability being cast) Equal to Ability1
    Actions
        Unit - Cause (Triggering unit) to damage (Target unit of ability being cast), dealing (50.00 x (Real((Level of Ability1  for (Triggering unit))))) damage of attack type Spells and damage type Normal
        Set TargetUnit[(Player number of (Owner of (Triggering unit)))] = (Target unit of ability being cast)
        Unit - Hide TargetUnit[(Player number of (Owner of (Triggering unit)))]
        Wait 1.00 seconds
        Unit - Unhide TargetUnit[(Player number of (Owner of (Triggering unit)))]

This is what i meant by saving the unit into a variable.
 

zero9x

Active Member
Reaction score
1
@Necrolyte: OMG, GOOD IDEAD!!! I dont think u can use that way to resolve it. Thank you very much!
 

Maelbog

Member
Reaction score
3
And 1 problem, i tried to do this

Trigger:
  • Events
    • A unit start effect of an ability
    • Conditions
    • Ability being cast equal to SPELL
    • Actions
    • Unit - Hide Target Unit
    • Wait 1 + (1 x Real(Level of SPELL))
    • Unit - Unhide Target Unit


But when i cast it, the Target Unit dissapear forever, how can i unhide it normally :( plz help me guys

Okay, I thought you really wanted to hide the unit then unhide it.
You didn't mention that you just want to have the model removed then restored.
 
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