Burrow/Unburrow units.

TaCoChris

New Member
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Hey Guys.

Im about to make a unit which can burrow/unburrow.
- I've made both units (like the Crypt Fiend).
And as far as i know, it is 2 units you need (Spider Sami (Unit1)/Spider Sami Undercover(Unit2))

My idea of the unit(s):
Unit1
Spell: Undercover (ON) (Burrow)
A normal unit who can walk arround at the ground (fixed)
Should add spell "Undercover Move" when casting spell. (Problem1)

Unit2
Spell1: Undercover (OFF) (Unburrow)
Spell2: Undercover move
When Unit2 is Undercover, it get's hp regen (fixed), and movementspeed when using Spell1 (+15%) (Problem2).
When Spell2 is casted, Unit2 should get add'd a MS (300), and be able to move arround, under the ground. (as the "Burrowed unit icon"). After 3 sec. Unit2 should move up (automatic cast Spell1), and stun units at the ground for 2 sec. (Problem3).

Problem1 (Spell Add)
Trigger:
  • Spider Sami
    • Events
      • Unit - A unit Begins casting an ability
    • Conditions
      • (Unit-type of (Casting unit)) Equal to Spider Sami
      • (Ability being cast) Equal to Undercover (Spider Sami)
    • Actions
      • Unit - Add Undercover Move (Spider Sami) to (Casting unit)
      • Unit - Set (Casting unit) movement speed to (Real(SpiderSamiInt))


The spell gets add'd to the unit, while digging to the ground.
- And when the becomes "Spider Sami Undercover" the spell is'nt there.
- I've add'd the spell to "Spider Sami Undercover" in the unit abilities, but dosnt show.


Problem2 (The MS boost).
Trigger:
  • Spider Sami 2
    • Events
      • Unit - A unit Begins casting an ability
    • Conditions
      • (Unit-type of (Casting unit)) Equal to Spider Sami Undercover
      • (Ability being cast) Equal to Undercover (Spider Sami)
    • Actions
      • Unit - Remove Undercover Move (Spider Sami) from (Casting unit)
      • Unit Group - Pick every unit in (Units in (Playable map area) owned by (Owner of (Casting unit))) and do (Actions)
        • Loop - Actions
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • (Unit-type of (Picked unit)) Equal to Spider Sami
            • Then - Actions
              • Unit - Add Speedy Spider (Spider Sami) to (Picked unit)
              • Wait 4.00 seconds
              • Unit - Remove Speedy Spider (Spider Sami) from (Picked unit)
              • Unit - Remove Speedy Spider (Buff) buff from (Picked unit)
            • Else - Actions


There is a cast time at the "Burrow/Unburrow" as i can see.
- And the unit changes, so the buff is being add'd to "Spider Sami Undercover", and not "Spider Sami".


Problem3 (The Undercover Move)
Trigger:
  • Spider Sami 3
    • Events
      • Unit - A unit Begins casting an ability
    • Conditions
      • (Ability being cast) Equal to Undercover Move (Spider Sami)
    • Actions
      • Unit - Set (Casting unit) movement speed to 300.00
      • Wait 3.00 seconds
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • ((Casting unit) is alive) Equal to True
        • Then - Actions
          • Set SpiderSamiPoint = (Position of (Casting unit))
          • Special Effect - Create a special effect at (Center of (Playable map area)) using Abilities\Spells\Undead\Impale\ImpaleMissTarget.mdl
          • Special Effect - Destroy (Last created special effect)
          • Unit - Replace (Casting unit) with a Spider Sami using The old unit's relative life and mana
        • Else - Actions
      • Custom script: call RemoveLocation(udg_SpiderSamiPoint)


I guess its the same problem, whit the trigger adding to the wrong unit.

I really cant solve these problems.
Hope you understand my problem.
Thanks

- Chris
 

WolfieeifloW

WEHZ Helper
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372
You're supposed to wait at least 24 hours before posting right after yourself again.

As for the post, I don't think burrowed units can have spells, can they?
 

KaerfNomekop

Swim, fishies. Swim through the veil of steel.
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613
Not if you just modify the original settings. Technically, all you need is an alternate form with invisibility, and trigger whatever special abilities you want it to have?
 

TaCoChris

New Member
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1
So instead of using the "Burrowed" unit form, i have to cast invis, and adding a new form to the unit?
- I'll give that i try, even through it sounds harder.
 

TaCoChris

New Member
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I've now changed it, so the unit gets replaced instead, but now i cant get the burrow unit, and the cd's dosnt come with the new unit.
 

KaerfNomekop

Swim, fishies. Swim through the veil of steel.
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Looking at this, I'm confused as to what your idea is. Could you just describe the desired effects?
 

TaCoChris

New Member
Reaction score
1
I need a unit (Spider) who can burrow. While its burrowed, it needs to get a magic, where it can move under the ground.
- I've experienced that i cant add any magic to a burrowed spider (unburrow ofc) so i've now tried to use a "replace" command instead, which doesnt work as i want.
 

GFreak45

I didnt slap you, i high 5'd your face.
Reaction score
130
try using chaos, its an orc ability that changes units from 1 type to another, when the unit casts x ability, it replaces the unit with the unit with no attack and perm invis, but you can give it abilities
that one casts another ability, you give it another type of chaos that transforms it into the original unit
 

TaCoChris

New Member
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Giving it chaos, makes the unit transform at the start of the map. And adding an other transform to the new unit, makes the unit swap arround the 2 units all the time.
 

GFreak45

I didnt slap you, i high 5'd your face.
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you add it with triggers when the unit finishes casting the burrow ability
 

GFreak45

I didnt slap you, i high 5'd your face.
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i believe its an animation, you would need to set the units animation string to burrowed or something like that, im not great with animations you should ask grags
 

KaerfNomekop

Swim, fishies. Swim through the veil of steel.
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If you're using two units, give the Burrowed one the "alternate" animation name in Art - Required Animation Names.
If you're only using one, use the trigger Add Animation Tag and add the "alternate" animation tag to your unit. (You can also remove the animation tag afterward)
 

TaCoChris

New Member
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It worked thanks, but i cant make it now as the Burrowed spider model.
- When i move, it comes up at the ground, moves, and goes back under the ground, is there anyway to make it staying under the ground, without making a it with triggers?

Every 0.10 sec place Burrowed spider at +20 ... bla bla bla
 

GFreak45

I didnt slap you, i high 5'd your face.
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130
change the walk animation to burrowed i think, if you cant, then theres no way to do it
 

KaerfNomekop

Swim, fishies. Swim through the veil of steel.
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Keep forcing the unit to play its "walk alternate" animation?
 

Laiev

Hey Listen!!
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There's no walk alternate by default at Warcraft 3 models, at least, not for burrowed units
 

KaerfNomekop

Swim, fishies. Swim through the veil of steel.
Reaction score
613
Sorry. I meant "stand alternate". If you keep playing the same animation, in theory the unit would be a moving patch of soil.
 
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