hopy
Active Member
- Reaction score
- 64
Well as alway's I will ask multiple questions in one post to prevent spam and about 3 extra thread pages.
6 of em ... Way to manyyy ... but atleast I will be able to continue for a while if these are awnsered xD D:
I will add the awnsers I got in green at the bottom of the question in case other people could use the information.
Question: 1: - Solved?, Thank you?
Pillage, the Orc unit ability: Each attack that does damage to an enemy building also gains resources.
I tried changing this ability to a hero ability with 5 levels.
Data - Accumulation step: 1 for all 5 levels - 1/1/1/1/1
Data - Salvage Cost Ration: 2 at level 1 and 2 and 4 on higher - 2/2/4/4/4
And now were I think the problem lies: Targets Allowed.
Level1: Item, Structure
Level2 and Level 3: Dead, Item, Mechanical, Non-Hero, Structure
Level4: Air, Ground, Item, Non-Hero, Structure
Level5: Air, Ground, Item, Hero, Structure (I know this one should just be something like "air, enemie, ground" or something.)
Well the problem is ... it doesn't work ... not on anything on any level. D:
Does anyone know whats wrong, or if there's some weird thing with this ability used as a hero ability?
It seems this ability is hardcoded and therefor only works for the normal targets (buildings)?
Question: 2: - Solved, Thank you.
I got a triggered ability that basicly just creates a bunch of units (see below), adds a bunch of ability's to it and than kills it with:
Art - Model File: Kael
Combat - Death Type: Can Raise, Does Decay
Combat - Targeted as: Ground
Art - Death Time (Seconds): 3.00
(Thats about all the information to it that could (as far as I know) be the cause of the problem here)
Alright, now the problem is: Whenever this unit dies the corpse just wont disapear ... it stay's there forever ...
I kinda thought the "can raise, does decay" would mean that it can be raised with ability's and will disapear afther X seconds ...
Is it some problem with the unit having a hero model or is it something else?
It seems I have to remove these units from the game when they die, else they will work the same way as a leak.
Question: 3: - Solved, Thank you.
An item problem (one of many ... hate items ...).
My origonal idea for this item was it to be a 1 charge wand that:
Gives transforms the hero into a flying wisp, a fast wolf or a uncontrolable sheep for 20 seconds.
(the sheep would most likely be less seconds.)
Well I have no idea how to do this ... I tried it with both Metamorphosis and the Bird thing from Druids of Talon. It failed with both. xD
Does anyone know how to do this.
The problem is: it should be a hero transformed into a different unit, that cant attack, (fly), without causing any weird bugs and such.
(Methamorp and bird needs a "Data - Normal Form: -" so basicly I would need an item for every different unit or something.
Question: 4: - Still need some help please.
Is it posible for all players to lose connection to the server when loading an ability?
I preload all the dummy ability's for the hero when its selected.
I use the same trigger with a few small changes for each hero but 1 hero gives a disconnect while the rest doesn't. So my suspect are the ability's ... Is this posible?
It seems I destroyed the point too soon ... <,<.
To be continued ... ...
Question: 5: - Solved, Thank you.
ITEMS! D: omg! flee.
Yes, another item problem.
I got a bunch of "uber epic items" in my map ... all copies of one another usualy but some work and others don't.
I will take for example:
Cloak of Typhoons: Causes nearby enemie units to be hit by winds and causes to be slowed by 20% and allowes the hero cast cyclone.
Ability's: Wind (item), cyclone (Item)
Well Cyclone is a standart item ability and Wind is a custom negative endurance aura...
Stats - Cooldown Group: Cyclone [Night elfs]
Stats - Classification: Permanent
The problem is: The passive part works fine, but the active abiltiy is not usable.
I thought the problem could be the "Stats - Classification: Permanent" but I have other items with passive AND active ability's that do work with that.
So, does anyone know why items are such annoying things that wont ever work until you think it wont ever work but test it for one last time befor throwing your PC out of the window? (guessing its just me <,<)
Seems there is a "Stats - Actively used: True/false option on items wich caused the active abilitys to ... not work.
Question: 6: - Solved, Thank you.
Finaly, the last one ... and a short one I wouldn't mind if not awnsered.
Anyone have an ability idea for a Caster, Melee, Int, Sheep hero?
He has: A Blizzard kinda thing, a Hex, a speed increase and that Stampade thing from the beast Master ... all Sheepy.
People should get +rep just for reading this whole story. :O
Anyway's Thanks in advance for helping, hope I gave enough info (to much more likely).
And +rep for anyone that can help me with something.
6 of em ... Way to manyyy ... but atleast I will be able to continue for a while if these are awnsered xD D:
I will add the awnsers I got in green at the bottom of the question in case other people could use the information.
Question: 1: - Solved?, Thank you?
Pillage, the Orc unit ability: Each attack that does damage to an enemy building also gains resources.
I tried changing this ability to a hero ability with 5 levels.
Data - Accumulation step: 1 for all 5 levels - 1/1/1/1/1
Data - Salvage Cost Ration: 2 at level 1 and 2 and 4 on higher - 2/2/4/4/4
And now were I think the problem lies: Targets Allowed.
Level1: Item, Structure
Level2 and Level 3: Dead, Item, Mechanical, Non-Hero, Structure
Level4: Air, Ground, Item, Non-Hero, Structure
Level5: Air, Ground, Item, Hero, Structure (I know this one should just be something like "air, enemie, ground" or something.)
Well the problem is ... it doesn't work ... not on anything on any level. D:
Does anyone know whats wrong, or if there's some weird thing with this ability used as a hero ability?
It seems this ability is hardcoded and therefor only works for the normal targets (buildings)?
Question: 2: - Solved, Thank you.
I got a triggered ability that basicly just creates a bunch of units (see below), adds a bunch of ability's to it and than kills it with:
Trigger:
- Unit - Add a (20.00 + (10.00 x (Real((Level of Mirror Image [Arcane Mage] for (Triggering unit)))))) second Generic expiration timer to (Last created unit)
Art - Model File: Kael
Combat - Death Type: Can Raise, Does Decay
Combat - Targeted as: Ground
Art - Death Time (Seconds): 3.00
(Thats about all the information to it that could (as far as I know) be the cause of the problem here)
Alright, now the problem is: Whenever this unit dies the corpse just wont disapear ... it stay's there forever ...
I kinda thought the "can raise, does decay" would mean that it can be raised with ability's and will disapear afther X seconds ...
Is it some problem with the unit having a hero model or is it something else?
It seems I have to remove these units from the game when they die, else they will work the same way as a leak.
Question: 3: - Solved, Thank you.
An item problem (one of many ... hate items ...).
My origonal idea for this item was it to be a 1 charge wand that:
Gives transforms the hero into a flying wisp, a fast wolf or a uncontrolable sheep for 20 seconds.
(the sheep would most likely be less seconds.)
Well I have no idea how to do this ... I tried it with both Metamorphosis and the Bird thing from Druids of Talon. It failed with both. xD
Does anyone know how to do this.
The problem is: it should be a hero transformed into a different unit, that cant attack, (fly), without causing any weird bugs and such.
(Methamorp and bird needs a "Data - Normal Form: -" so basicly I would need an item for every different unit or something.
it is a little messy, but you could have the item ability be a dummy spell, then a trigger that hides the casting unit, creates a morph unit, and selects that morph unit for the player. Then when it wears off, remove the morph unit, move the original hero to the location of the morph unit and unhide it.
Question: 4: - Still need some help please.
Is it posible for all players to lose connection to the server when loading an ability?
I preload all the dummy ability's for the hero when its selected.
I use the same trigger with a few small changes for each hero but 1 hero gives a disconnect while the rest doesn't. So my suspect are the ability's ... Is this posible?
Trigger:
- Plague Bringer
- Events
- Unit - A unit enters Hero Death Knight <gen>
- Conditions
- Hero[17] Equal to 0
- (Unit-type of (Triggering unit)) Equal to Wisp [Hero pick]
- Actions
- Set Hero[17] = 1
- Set Player[17] = (Owner of (Triggering unit))
- Unit - Hide Death Knight 0588 <gen>
- Set Point = (Center of Start Lokation <gen>)
- Unit - Create 1 Death Knight for (Owner of (Triggering unit)) at Point facing Default building facing degrees
- Set Hero_type[(Player number of (Owner of (Triggering unit)))] = (Unit-type of (Last created unit))
- Camera - Pan camera for (Owner of (Triggering unit)) to (Center of Start Lokation <gen>) over 0.00 seconds
- Unit - Remove (Triggering unit) from the game
- Sound - Play Death KnightReady1 <gen> at 100.00% volume, attached to (Last created unit)
- Item - Create Potion of Healing start at Center_Map
- Hero - Give (Last created item) to (Last created unit)
- Item - Create Potion of Healing start at Center_Map
- Hero - Give (Last created item) to (Last created unit)
- Item - Create Potion of Healing start at Center_Map
- Hero - Give (Last created item) to (Last created unit)
- Game - Display to (All players matching (((Matching player) is an ally of (Owner of (Triggering unit))) Equal to True)) the text: Death Knight: Ab...
- Custom script: call RemoveLocation (udg_Point)
- Unit - Create 1 Dummy Unit for (Owner of (Triggering unit)) at Point facing Default building facing degrees
- Unit - Add Death Decay (Dummy) to (Last created unit)
- Unit - Add a 2.00 second Generic expiration timer to (Last created unit)
- Events
It seems I destroyed the point too soon ... <,<.
To be continued ... ...
Question: 5: - Solved, Thank you.
ITEMS! D: omg! flee.
Yes, another item problem.
I got a bunch of "uber epic items" in my map ... all copies of one another usualy but some work and others don't.
I will take for example:
Cloak of Typhoons: Causes nearby enemie units to be hit by winds and causes to be slowed by 20% and allowes the hero cast cyclone.
Ability's: Wind (item), cyclone (Item)
Well Cyclone is a standart item ability and Wind is a custom negative endurance aura...
Stats - Cooldown Group: Cyclone [Night elfs]
Stats - Classification: Permanent
The problem is: The passive part works fine, but the active abiltiy is not usable.
I thought the problem could be the "Stats - Classification: Permanent" but I have other items with passive AND active ability's that do work with that.
So, does anyone know why items are such annoying things that wont ever work until you think it wont ever work but test it for one last time befor throwing your PC out of the window? (guessing its just me <,<)
Seems there is a "Stats - Actively used: True/false option on items wich caused the active abilitys to ... not work.
Question: 6: - Solved, Thank you.
Finaly, the last one ... and a short one I wouldn't mind if not awnsered.
Anyone have an ability idea for a Caster, Melee, Int, Sheep hero?
He has: A Blizzard kinda thing, a Hex, a speed increase and that Stampade thing from the beast Master ... all Sheepy.
For question 6-how about an active that adds spell damage to his attack for an amount of time? Perhaps it could just supplement the speed increase buff.
People should get +rep just for reading this whole story. :O
Anyway's Thanks in advance for helping, hope I gave enough info (to much more likely).
And +rep for anyone that can help me with something.