Ouguiya
New Member
- Reaction score
- 11
Hello everyone!
As you probably all know, barrage is a really cool ability, which enables a multishot to hit several units.
In terms of balance however, there is one problem: The ability is passive (no mana required) and permanent, which are both not really good when using this as a hero ability.
My thought to this was: Why not make a dummy-spell, which, when activated, adds the "barrage"-ability, and then, after a certain time, removes it again.
The problem is that, in singleplayer, when testing the map, this works great. The spell is used, the trigger is activated, the barrage is added, the trigger waits a certain time, then removes it again.
In Multiplayer this doesn't work however.
Now, i read somewhere that the spell is MUI, even with waits, as long as the trigger uses only "Event Response - Casting unit" and "Triggering player" and such, because the variables stay in place.
The trigger I have constructed keeps to that principle, but what happens is that the spell is added, but not removed. Here is the trigger for further reference:
I hope somebody knows what went wrong here, or can point me in the direction of an alternative.
Thanks a lot in advance!
Yours,
Ouguiya
As you probably all know, barrage is a really cool ability, which enables a multishot to hit several units.
In terms of balance however, there is one problem: The ability is passive (no mana required) and permanent, which are both not really good when using this as a hero ability.
My thought to this was: Why not make a dummy-spell, which, when activated, adds the "barrage"-ability, and then, after a certain time, removes it again.
The problem is that, in singleplayer, when testing the map, this works great. The spell is used, the trigger is activated, the barrage is added, the trigger waits a certain time, then removes it again.
In Multiplayer this doesn't work however.
Now, i read somewhere that the spell is MUI, even with waits, as long as the trigger uses only "Event Response - Casting unit" and "Triggering player" and such, because the variables stay in place.
The trigger I have constructed keeps to that principle, but what happens is that the spell is added, but not removed. Here is the trigger for further reference:
Trigger:
- Multiaxe
- Events
- Unit - A unit Starts the effect of an ability
- Conditions
- (Unit-type of (Triggering unit)) Equal to Testunit445
- Actions
- If (All Conditions are True) then do (Then Actions) else do (Else Actions)
- If - Conditions
- (Ability being cast) Equal to Multishot (Dummy)
- Then - Actions
- Unit - Add Multishot to (Casting unit)
- Unit - Set level of Multishot for (Casting unit) to (Level of (Ability being cast) for (Casting unit))
- Wait 30.00 seconds
- Unit - Remove Multishot from (Casting unit)
- Else - Actions
- Do nothing
- If - Conditions
- If (All Conditions are True) then do (Then Actions) else do (Else Actions)
- Events
I hope somebody knows what went wrong here, or can point me in the direction of an alternative.
Thanks a lot in advance!
Yours,
Ouguiya