T
tenebrous
Guest
EDIT: A possible solution is offered toward the end of this thread by Acehart!
All right, here's another toughie - the age-old question of making an ability like Devour that devours multiple units.
I've read all the posts about Devour in this forum, and by far the best suggestion was from Ryoko. The suggestion was to create an ability based off the Goblin Zeppelin's Cargo Hold, Load, Cargo Hold Death and Unload abilities.
But before I get to that, some things I discovered:
1. The unit that's going to carry people (from now on I'll call it a Wumpus) has to have AT LEAST the following abilities in order to work: Cargo Hold and Load.
2. You can't make the Load ability target Enemy units, no matter how you customize the ability. I tried. Nothing I can do changes that fact - even altering the Targets Allowed field.
...SO, what I did was:
A. Chose some ability that has a generic target (I picked Aerial Shackles because it's rather benign), stripped all the fx off it, and then called it "Devour."
B. Gave the Wumpus this new "Devour" ability as well as Cargo Hold, Cargo Hold Death and Load. (I didn't give it Unload because I'm not letting the Player unload the unit from the creature).
C. Created the below trigger:
...Which checks for the casting of "Devour" by a Wumpus, then changes the ownership of the target of "Devour" (an Enemy unit) into a Player-Controlled Unit in order to Load it into the Wumpus. (I'll get to the problems with this in a minute)
D. To kill the unit slowly, I used this trigger:
...adds a death timer to the unit in the Cargo Hold equal to its HP divided by 30, (which effectively deals 30 damage a second to the unit in the Cargo Hold). I tried working with a loop that does damage over time to the unit in the Cargo Hold, but this instantly crashes the program if you try to loop it (go figure).
BUT, the obvious problems with this setup are:
- The Enemy units loaded/killed in this way are counted as the _your_ losses, rather than your Enemy's...
-The display for the Goblin Zeppelin Cargo Hold does not update the HP of units in the Cargo Hold, so you have no way of knowing the condition of the units inside.
-I can't allow the Player to devour Enemy Hero units (even though its possible with this setup) because once they are ownership-changed, they become buildable by the Player. I tried removing the Hero classification prior to issuing the Load order, but it doesn't change the Hero's reappearance in the Player's Altar, on the Hero list, or his death announcement.
-The Player can unload the devoured unit by clicking on its icon in the Cargo Hold.
...And of course who knows how many other problems...
Does anyone have any ideas as to how to go about this in a different way, or any ideas as to how to fix my crazy workaround? I _have_ tried a variety of alternatives (for hours on end)...
PS: I'm not even going to get into the horrible problems one encounters when trying to base the ability off the actual Devour ability - that's old news, and it only leads to a dead end.
All right, here's another toughie - the age-old question of making an ability like Devour that devours multiple units.
I've read all the posts about Devour in this forum, and by far the best suggestion was from Ryoko. The suggestion was to create an ability based off the Goblin Zeppelin's Cargo Hold, Load, Cargo Hold Death and Unload abilities.
But before I get to that, some things I discovered:
1. The unit that's going to carry people (from now on I'll call it a Wumpus) has to have AT LEAST the following abilities in order to work: Cargo Hold and Load.
2. You can't make the Load ability target Enemy units, no matter how you customize the ability. I tried. Nothing I can do changes that fact - even altering the Targets Allowed field.
...SO, what I did was:
A. Chose some ability that has a generic target (I picked Aerial Shackles because it's rather benign), stripped all the fx off it, and then called it "Devour."
B. Gave the Wumpus this new "Devour" ability as well as Cargo Hold, Cargo Hold Death and Load. (I didn't give it Unload because I'm not letting the Player unload the unit from the creature).
C. Created the below trigger:
Code:
InitiateDevour
Events
Unit - A unit Begins casting an ability
Conditions
And - All (Conditions) are true
Conditions
(Ability being cast) Equal to Devour (Ancient Wumpus - Dummy)
Actions
Unit - Set mana of (Triggering unit) to ((Mana of (Triggering unit)) - 50.00)
Unit - Change ownership of (Target unit of ability being cast) to (Owner of (Triggering unit)) and Retain color
Unit - Order (Triggering unit) to Load (Target unit of ability being cast)
...Which checks for the casting of "Devour" by a Wumpus, then changes the ownership of the target of "Devour" (an Enemy unit) into a Player-Controlled Unit in order to Load it into the Wumpus. (I'll get to the problems with this in a minute)
D. To kill the unit slowly, I used this trigger:
Code:
Stomach
Events
Unit - A unit Is loaded into a transport
Conditions
(Unit-type of (Transporting unit)) Equal to Ancient Wumpus (PC)
Actions
Unit - Add a ((Life of (Triggering unit)) / 30.00) second Disease Cloud expiration timer to (Triggering unit)
...adds a death timer to the unit in the Cargo Hold equal to its HP divided by 30, (which effectively deals 30 damage a second to the unit in the Cargo Hold). I tried working with a loop that does damage over time to the unit in the Cargo Hold, but this instantly crashes the program if you try to loop it (go figure).
BUT, the obvious problems with this setup are:
- The Enemy units loaded/killed in this way are counted as the _your_ losses, rather than your Enemy's...
-The display for the Goblin Zeppelin Cargo Hold does not update the HP of units in the Cargo Hold, so you have no way of knowing the condition of the units inside.
-I can't allow the Player to devour Enemy Hero units (even though its possible with this setup) because once they are ownership-changed, they become buildable by the Player. I tried removing the Hero classification prior to issuing the Load order, but it doesn't change the Hero's reappearance in the Player's Altar, on the Hero list, or his death announcement.
-The Player can unload the devoured unit by clicking on its icon in the Cargo Hold.
...And of course who knows how many other problems...
Does anyone have any ideas as to how to go about this in a different way, or any ideas as to how to fix my crazy workaround? I _have_ tried a variety of alternatives (for hours on end)...
PS: I'm not even going to get into the horrible problems one encounters when trying to base the ability off the actual Devour ability - that's old news, and it only leads to a dead end.