Blood Rune ability help

Red Beard

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OK, as u could guess i'm trying to make an ability very similar to the old warcraft 2 runes that the ogre magi used to cast.

Problem is, I have made the ability........ off the stasis trap changed the model to a rune doodad etc, (i havent gone as far to working out the damage etc) but the damn thing wont cast

My ogre has the icon casts it and NOTHING happens....

so i tried with just a normal stasis trap and the same thing..

ideas anyone?

in the mean time i will try it with other (base) abilities,

but the whole idea is for the magi to create a rune on the ground that acts sorta like a goblin landmine or stassis trap or something, im still deciding which one i prefer or whether i should make a whole bunch of them.

the 'blood' part is that i am planning for it to not cost mana but health, however i forsee that i will need a trigger... dammit.

so any ideas why it wont work, or some suggestions on how to make it a good ability
 
What are you trying to get exactly? Alot of us haven't played Warcraft II:The Dark Portal and don't know what your talking about. Are you trying to make a Ward-type thing that damages units when they're near it or are you wanting a Ward type ability that will stun them when they get near? Just so you know, the wards have abilities on themselves, so basically the hero ability is an ability which calls a unit to the feild and that unit has the ability. Hard to explain, I know, but if you could tell us what your wanting, then we can help.
 
AHH ok

well basically, the Blood Rune when cast, would create a rune on the ground.

Any unit that walks on it or near it sets it off.

the exact repurcussions of that could be as follows (i havent decided)

a) explodes
b) cripples
c) stuns etc

basically would work like a trap or something, i just referred to warcraft 2 because that was an ability back then, where any unit that walked on one of the runes would suffer serious damage.

I have no problem making the ability, and i understand how it 'calls' a unit, but the damn major problem is that NOTHING happens when i use the ability.

to test that i didnt do something wrong, i substitued the rune ability with a normal sentry ward. same problem, nothing appeared, and no sentry ward 'arrived'. Stasis trap had the same problem, it would show the targeted area, but when used no ward would show.

do u still need clarification? im not sure if this explanation was specific enough
 
Red Beard said:
create a rune on the ground that acts sorta like a goblin landmine or stassis trap or something

Don't know for stasis traps.
But, Goblin mines do work, the ability to look for is "Item Place Goblin Land Mine".
 
argh what is wrong with mah dam honky machine

i did the ability land mine, the ogre will 'go through the motions' but nothing happens, no mine appears.

thoughts?
*edit*

an interesting development. during my fustration at my dumb ogre not being able to cast a simple 'calling' spell, i threw in a troll witchdoctor to see if he can cast his normal sentry ward skill.

*edit, false alarm* worked out why it wont appear

stupidit reigns supreme.

found an old trigger that was removing them ( it was for testing another ability) lol *goes impossibly bright red in the face)


thx for the help
 
New help same point

OK if anyone reads this, thx (id rather not make a new post for this, but i spose if no one checks this i will have to :-(

anyway

Now that i have the ability BLOOD RUNE working. I want to make some nice effects for it. something that makes the player who triggers them go

"woops" or "ouch" or "oh no plz not me"

and i also want the creation of the runes to have something snazzy, so u can see the rune 'created' rather than appeared and u can see the caster putting his life energy into it.

The question is, i got the caster to spurt a little blood, anyone got another effect that could be good on him? cos the blood is kinda hard to notice.

and HOW do i get the an effect attatched to the area that the mine covers, i have tried target. and area. but i cant see anything.
 
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