Siphon Mana & Walkability Problems

Centreri

New Member
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I'm working on a little warchaseresque map (mostly for fun), and I've come across a few problems.

1) Siphon Mana. The description states that you can use it to transfer mana to a friendly unit, as well as siphon from an enemy. 'Transfers mana between the Blood Mage and a target. Drains mana from an enemy, or transfers mana to an ally.'. So far, it can take it from enemies, but after playing around with it, I haven't been able to get it to transfer the mana to self-owned heroes (well, I'm testing it myself, so one player).

2) Death System. I've implemented a simple system that leaves the corpse when the target dies for resurrection, and that part's working wonderfully - except for the fact that the corpse isn't walkable. How do I make it walkable?

Thank you in advance.

EDIT: Oh, and I almost forgot. How do you completely remove a bridge? I have both 'destroy' and 'remove' in a trigger, but while it's gone, the folks can walk through the water and up the ledge. Weird.
 

The_Kingpin

Member (Who are you and why should I care?)
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About the death system, give it one of those abilities like Ghost (visible) and I think that removes its collision size.
 

Centreri

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Thanks. I'll try that right now.

I recently reworked a resurrection spell to make it AoE (and, accordingly, an ultimate), which stops my trigger from working. Here's the trigger:
Regeneration
Events
Unit - A unit Starts the effect of an ability
Conditions
(Ability being cast) Equal to Regeneration
(HeroStatus[(Player number of (Owner of (Target unit of ability being cast)))] Equal to Dead) or (HeroStatus[(Player number of (Owner of (Target unit of ability being cast)))] Equal to Undead)
Actions
Unit - Remove Ghost (Visible) from (Target unit of ability being cast)
Special Effect - Create a special effect at (Position of (Target unit of ability being cast)) using Abilities\Spells\Human\Resurrect\ResurrectTarget.mdl
Special Effect - Destroy (Last created special effect)
Animation - Change (Target unit of ability being cast)'s vertex coloring to (100.00%, 100.00%, 100.00%) with 0.00% transparency
Set HeroStatus[(Player number of (Owner of (Target unit of ability being cast)))] = Alive
Unit - Unpause (Target unit of ability being cast)
Unit - Make (Target unit of ability being cast) Vulnerable
Unit - Set life of (Target unit of ability being cast) to (20.00 x (Real((Level of Regeneration for (Triggering unit)))))%
Unit - Make (Target unit of ability being cast) face (Casting unit) over 4.00 seconds
Unit - Remove classification of An Ancient from (Target unit of ability being cast)
How would I rework it to make it resurrect all allied units in that area whose hero is in a 'death' state? If it helps, here's the death trigger:
Death 1
Events
Unit - A unit Dies
Conditions
((Triggering unit) is A Hero) Equal to True
Actions
Unit - Add Ghost (Visible) to (Triggering unit)
Set HeroStatus[(Player number of (Triggering player))] = Dead
Hero - Instantly revive (Dying unit) at (Position of (Dying unit)), Hide revival graphics
Unit - Add classification of An Ancient to (Dying unit)
Animation - Play (Dying unit)'s death animation
Unit - Make (Dying unit) Invulnerable
Unit - Pause (Dying unit)
 

darkRae

Ueki Fan (Ueki is watching you)
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Instead of using 'Target unit of ability being cast', pick units within an area, and check the conditions for 'Picked Unit'
 

Centreri

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So, the Ghost (Visible) thing didn't work. At first I thought it didn't work because I applied it before resurrection (stupid, eh?), but even when it's applied after resurrection the unit is still an obstacle.

Here's my attempt at the trigger for the mass-resurrection spell:
Regeneration
Events
Unit - A unit Starts the effect of an ability
Conditions
(Ability being cast) Equal to Regeneration
Actions
Unit Group - Pick every unit in (Units within (200.00 x (Real((Level of Regeneration for (Casting unit))))) of (Target point of ability being cast) matching (((HeroStatus[(Player number of (Owner of (Picked unit)))] Equal to Dead) or (HeroStatus[(Player number of (Owner of (Picked unit)))] and do (Actions)
Loop - Actions
Unit - Remove Ghost (Visible) from (Picked unit)
Special Effect - Create a special effect at (Position of (Picked unit)) using Abilities\Spells\Human\Resurrect\ResurrectTarget.mdl
Special Effect - Destroy (Last created special effect)
Animation - Change (Picked unit)'s vertex coloring to (100.00%, 100.00%, 100.00%) with 0.00% transparency
Set HeroStatus[(Player number of (Owner of (Picked unit)))] = Alive
Unit - Unpause (Picked unit)
Unit - Make (Picked unit) Vulnerable
Unit - Set life of (Picked unit) to (15.00 x (Real((Level of Regeneration for (Casting unit)))))%
Unit - Make (Picked unit) face (Casting unit) over 4.00 seconds
Animation - Play (Picked unit)'s stand animation
I can't find any problems with it, and yet it fails. Before, I got it working but it had an odd bug in which it created sprites of non-hero dead guys, so I added in the 'must be a hero' thing, and it killed it. Any way to fix it welcome. Srsly.

Uhh.. it seems that the copy as text function is a bit screwed, since it forgot one thing included. The correct unit group line is:
Unit Group - Pick every unit in (Units within (200.00 x (Real((Level of Regeneration for (Casting unit))))) of (Target point of ability being cast) matching (((HeroStatus[(Player number of (Owner of (Picked unit)))] Equal to Dead) or (HeroStatus[(Player number of (Owner of (Picked unit)))] Equal to Undead) and (((Picked unit) is a hero equal) is true) and do (Actions)
Actually, could it be the problem that the line is too long or something and doesn't completely convert?
Thanks in advance.
 

Flare

Stops copies me!
Reaction score
662
between every 2 or 3 actions in the unit group loop, create a floating text attached to picked unit, and change its velocity to ## towards (random angle) degrees. if a floating text doesnt appear, you will probably where the trigger isnt working. also, why are u looking for units who are undead? in ur death trigger, u change the heroes classificication to ancient.

maybe (JUST MAYBE), if you made the HeroStatus variable into a boolean where True means hero is alive, and false means he is dead. i dnt kno what kind of variable you are using for HeroStatus but if you are referring to the unit as dead, maybe the game believes they are dead and since heroes arent usually revivable once they die...
 
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>>Unit Group - Pick every unit in (Units within (200.00 x (Real((Level of Regeneration for (Casting unit))))) of (Target point of ability being cast) matching (((HeroStatus[(Player number of (Owner of (Picked unit)))] Equal to Dead) or (HeroStatus[(Player number of (Owner of (Picked unit)))] Equal to Undead) and (((Picked unit) is a hero equal) is true) and do (Actions)

Every instance of picked unit after "matching ~~" condition, needs to be changed to matching unit.

With your siphon mana problem, there is a True/False option regarding drain life/mana in gameplay constants.
However, last time i tried doing that, it made it so you could only target friendlies.
 
S

shortassplyr

Guest
Hero selection help

i have a question that is off topic to this and i hope you can answer this.
i have a knight that can sell 8 heroes but. and i have a wisp that can buy the heroes. i want it to explode once i choose the hero i want. how can i get that to happen plz tell me and maybe show me an example trigger
 

darkRae

Ueki Fan (Ueki is watching you)
Reaction score
173
You should've created a new thread.
But I'll answer anyway.

Check if the unit-type of Buying Unit is Equal to Wisp then Kill Buying Unit, create Exploding Special Effect.
 

Centreri

New Member
Reaction score
1
Thanks, Baka. Both of your suggestions worked. Setting it to true let it both drain and transfer. Yay.

Only problem left is the bridge one. Any help on destroying a bridge permanently welcome. Oh, and the collision thing.
 
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