Well, actually, I think that replacing unit X with unit Y and removing the units original abilities, and adding the spy's abilities seems to get me close (along with setting the units health and mana). Because the spy is one player, I figured an armor change upgrade would work, which it isn't...
But the delay with that concerns me, testing it, the dummy unit has a slight delay between orders.
I'll explain what I am trying to accomplish now.
I am trying to create a stealth unit with the ability to disguise as other units. I am trying to create the disguise effect with as little custom...
I considered it, but afaik, illusions have no armor value, so they take exactly the 200% dmg delt to them. Along with that, their attacks deal no damage (Although, I can disable a units damage). The reason I am being picky about the armor value, is balance. I Do not want to give an advantage of...
Mind telling me what the correct path is? I used the path "ReplaceableTextures\TeamColor\TeamColor03.blp", which shows in the editor, but has no effect on in-game coloring. (I even changed the constant in the GameInterface Dialogue)
This idea works with the item_illusion ability, I paired it with a way to adjust max health and mana and it's very close to what I want! My only issue is that illusions do not have to ability to cast spells, even when they are added to them.
I tried non hero, hero, melee, custom: all with the killing blows producing skeletons.
My only suggestions are to try the neutral hostile version, and if that fails, reset the ability.
I was not whining, or being the little child saying that blizzard messed up when they didn't include a way to do this natively. I wanted a direct answer with the solution, or a clever work around/idea. I did not come here to be berated for a question I had asked. If it is such a common question...
Use more than one word when answering a users question. Otherwise it seems really rude.
Not quite what I want. There are going to be quite a few units that I am going to use as the disguises, but if it falls down to it, I guess I could...
I made out my own trigger. I don't think I tested it enough (seems to have an occasional bug). But it works!
You'll need to adjust the values, and clean it up.
EDIT: Oh, sorry, I made my trigger with cone detection, not the way you wanted it. Well, maybe this will be of some use.
Working...
I Imported them and closed the editor and reopened it. I was happy to see that the units in the editor were colored. But the effect doesn't apply in the game.
Its the original owner of the unit that you are taking control of.
EDIT:
Actions
Set CharmCastUnit = (Triggering unit)
Set CharmTargetUnit = (Target unit of ability being cast)
Set Charmunitowner = (Owner of CharmTargetUnit)
Unit - Change ownership of CharmTargetUnit to (Owner...
I hope this helps.
Add this in, instead of the "previous owner"
Set Charmunitowner = (Owner of CharmTargetUnit)
And as for the death, I belive this would work.
Melee Initialization
Events
Unit - A unit Dies
Conditions
(Triggering unit) Equal to CharmTargetUnit...
Trust me, I left this account sitting for YEARS. I pretty much lost all my warcraft3 editor knowledge during those years.
Anyway,the extractor had them listed as TGAs instead of blps. I'll see if converting them will change anything.
Edit: Conversion changed nothing.
So I used the Image extractor program and exported two player team colors to edit. When applied, they show up in the editor, but not ingame.
I wanted to make a tan race, so I replaced the purples TGA file.
ReplaceableTextures\TeamColor\TeamColor04.tga
With the path above, the units are...