hopy
Active Member
- Reaction score
- 64
As usual I've saved all my questions so that I can place all of them into one thread, thus preventing spam and makes it a bit easyr to keep track of everything.
I'll add the solutions I get below the questions when it's solved for people who have the same problem. I guess this could come in handy for some person at some time.
Question one: The Undispellable Debuff. - Solved, thank you.
I guess this might be a bit of a nooby question but, how do I make sure a debuff (a custom faerie fire in this case) undispellable, not affected by spell steal etc?
It's supposed to reveal a players hero afther his/her townhall has been destroyed. I guess this could be done using triggers to reveal the unit, but I wanted the debuff to remind people they are visable without having to spam them messages.
Question two: Trigger events. - Still need some help please.
This is my most important question, realy need some help on this one.
Well, the problem is: Since I have 4 teleporters on my map (North, west, south and east) I use a selection Dialog thingy to let the players choose were to go, for I have not found a better way of doing this yet.
It usualy works, BUT when a Second Player (for example: Player 2) enters a teleporter region while the Other Player (For example: Player 1) is still buisy selecting were to teleport to the Second Player (player 2) will get an empty dialog window without any buttons.
The main trigger looks like this:
Well now, so far everything would be ok, but... in the next trigger which is supposed to trigger when a player presses a button in the dialog I cannot select the (Player number of (Owner of (Triggering unit))) which would just be (Triggering Player) in this case.
How can I get this to work? Are there different way's of making dialogs for multiple players at once? In short: How can I select the Array in the Event of the second trigger.
Question three: Movement speed reduced to 0%. - Solved, thank you.
Is it posible to reduce a units movement speed to 0? Making them unable to move but still be able to cast spells, attack etc.
I tried achieving this by casting a cripple with a movement speed reducement of 10.00. however the units still moved with what looked like 50% speed or something.
I also couldn't find this option anywere in the triggers, Does anyone have any idea how to create this?
you have to set this in gameplay constants. there is a value for the min and max movement speed of units. by default the min movement speed is set to 150, that means even with movement speed reduction the speed cannot drop below 150. set this to 0 and your spells can decrease movement speed until the target is unmoveable.
Question four: Tornadow of Flame. - Solved, thank you.
Alway's those weird ability's that just dont want to work.
>> The Shaman combines his powers over Wind and Fire to create a Tornado of Flames that burns nearby enemy units and buildings each second, and leaves a trail of flames behinde it. The Shaman has to stay channeling to maintain the spel.
-> So, what it's supposed to do?: Create a custom Fire Strike at the location of the Tornadow.
-> What it does now?: Nothing at all.
Am I just blind? Anyone see a problem with this trigger.
Question five: Some Names. - Still need some help please.
I'm horrible at coming up with cool names. Sometimes I get some brilliant idea's, but I've been trying to get some nice names for these things for ages now, and I usualy don't ask for help on this kind of things bit I'm realy sick of it now and I want it to be finished.
What I need names for:
- An upgrade for a Spider unit to increase its movement speed. So far it's called: 8-leg speed .. which is ... Bleh.
Description: Increases the movement speed of Spiderlings.
Icon: Spider Ring (can change this if anyone has nice idea's)
- A sheep unit ability. So far it's called: Sheep Speed which is ... bleh as well ... and unlogical.
Description: Increases the movement and health regeneration speed of the Sheeps.
Icon: Endurance Aura (can change this if anyone has nice idea's)
- A Fel Hunter / Fel Beast / Hellhound etc hero names.
The Class is named: Mana Hunter, and it's based on ... draining mana and dispelling and stuff. Icon: Fel Hunter
So ... if you had a pet Fel Beast, what would you call it?
- A Dreanai weapon and armor upgrade name. So far it's called: Iron Forged Weapons because I just copie pasted the human upgrade and couldn't think of any names ... at all. I tried reading Wowwiki for idea's but didn't get any idea's at all. xD
The Dreanai use mainly those weird Axe/scythe weapons in WIII and claws. I cant think of any special kind of Material the Dreanai would use or Enchantments they would place upon their weapons to make them stronger. Any idea's?
Thanks in advance for any help, and +rep to anyone who solves one of these questions for me.
(Small thing: Anyone know a program that allows your PC to play .acm files?)
I'll add the solutions I get below the questions when it's solved for people who have the same problem. I guess this could come in handy for some person at some time.
Question one: The Undispellable Debuff. - Solved, thank you.
I guess this might be a bit of a nooby question but, how do I make sure a debuff (a custom faerie fire in this case) undispellable, not affected by spell steal etc?
It's supposed to reveal a players hero afther his/her townhall has been destroyed. I guess this could be done using triggers to reveal the unit, but I wanted the debuff to remind people they are visable without having to spam them messages.
1. An undispelable buff is tricky. You can add an aura with a Disabled Spell Book which targets only self and then trigger the effect (by sharing vision of the unit through triggers), but this method will not work on units that transform (e.g. Metamorphosis) because auras bug when cast by transformed units. Alternatively, you can add a buff that isn't dispelable (such as Drunken Haze or Shadowstrike) but it will still be removeable by things like Invulnerability and Spell Immunity. The best solution would be not to use a buff for an effect you don't want to be removed.
Question two: Trigger events. - Still need some help please.
This is my most important question, realy need some help on this one.
Well, the problem is: Since I have 4 teleporters on my map (North, west, south and east) I use a selection Dialog thingy to let the players choose were to go, for I have not found a better way of doing this yet.
It usualy works, BUT when a Second Player (for example: Player 2) enters a teleporter region while the Other Player (For example: Player 1) is still buisy selecting were to teleport to the Second Player (player 2) will get an empty dialog window without any buttons.
The main trigger looks like this:
Trigger:
- Teleporter S
- Events
- Unit - A unit enters Waygate South <gen>
- Conditions
- ((Triggering unit) is A Hero) Equal to True
- ((Triggering unit) has buff [Teleporter] ) Equal to False
- Actions
- Dialog - Clear Teleporter2[(Player number of (Owner of (Triggering unit)))]
- Dialog - Change the title of Teleporter2[(Player number of (Owner of (Triggering unit)))] to Teleport to
- Dialog - Create a dialog button for Teleporter2[(Player number of (Owner of (Triggering unit)))] labelled North
- Set Teleport_North_West = (Last created dialog Button)
- Dialog - Create a dialog button for Teleporter2[(Player number of (Owner of (Triggering unit)))] labelled East
- Set Teleport_North_East = (Last created dialog Button)
- Dialog - Create a dialog button for Teleporter2[(Player number of (Owner of (Triggering unit)))] labelled West
- Set Teleport_South_East = (Last created dialog Button)
- Dialog - Create a dialog button for Teleporter2[(Player number of (Owner of (Triggering unit)))] labelled Cancel
- Set Teleport_Cancel = (Last created dialog Button)
- Dialog - Show Teleporter for (Owner of (Triggering unit))
- Set Teleport_Hero[(Player number of (Owner of (Triggering unit)))] = (Triggering unit)
- Events
Well now, so far everything would be ok, but... in the next trigger which is supposed to trigger when a player presses a button in the dialog I cannot select the (Player number of (Owner of (Triggering unit))) which would just be (Triggering Player) in this case.
Trigger:
- North
- Events
- Dialog - A dialog button is clicked for Teleporter
- Events
How can I get this to work? Are there different way's of making dialogs for multiple players at once? In short: How can I select the Array in the Event of the second trigger.
Question three: Movement speed reduced to 0%. - Solved, thank you.
Is it posible to reduce a units movement speed to 0? Making them unable to move but still be able to cast spells, attack etc.
I tried achieving this by casting a cripple with a movement speed reducement of 10.00. however the units still moved with what looked like 50% speed or something.
I also couldn't find this option anywere in the triggers, Does anyone have any idea how to create this?
you have to set this in gameplay constants. there is a value for the min and max movement speed of units. by default the min movement speed is set to 150, that means even with movement speed reduction the speed cannot drop below 150. set this to 0 and your spells can decrease movement speed until the target is unmoveable.
Question four: Tornadow of Flame. - Solved, thank you.
Alway's those weird ability's that just dont want to work.
>> The Shaman combines his powers over Wind and Fire to create a Tornado of Flames that burns nearby enemy units and buildings each second, and leaves a trail of flames behinde it. The Shaman has to stay channeling to maintain the spel.
Trigger:
- Flame Tornado
- Events
- Unit - A unit Starts the effect of an ability
- Conditions
- (Ability being cast) Equal to Tornado of Flames [Shammy]
- Actions
- Wait 0.50 game-time seconds
- Set TF_Group = (Units owned by (Owner of (Triggering unit)) of type Tornado)
- Unit Group - Pick every unit in TF_Group and do (Actions)
- Loop - Actions
- Set TF_Unit = (Picked unit)
- Unit - Set level of Permanent Immolation (Neutral Hostile 1) for TF_Unit to (Level of Tornado of Flames [Shammy] for (Triggering unit))
- For each (Integer A) from 1 to (3 + (Level of Tornado of Flames [Shammy] for (Triggering unit))), do (Actions)
- Loop - Actions
- Wait 5.00 game-time seconds
- Set ToF_Point = (Position of TF_Unit)
- Unit - Create 1 Dummy Unit for (Owner of (Triggering unit)) at ToF_Point facing Default building facing degrees
- Unit - Add Flame Strike [Tornado] [Shammy] to (Last created unit)
- Unit - Set level of Flame Strike [Tornado] [Shammy] for (Last created unit) to (Level of Tornado of Flames [Shammy] for (Triggering unit))
- Unit - Order (Last created unit) to Human Blood Mage - Flame Strike ToF_Point
- Unit - Add a 3.00 second Generic expiration timer to (Last created unit)
- Custom script: call RemoveLocation (udg_ToF_Point)
- Loop - Actions
- Loop - Actions
- Custom script: call DestroyGroup (udg_TF_Group)
- Events
-> So, what it's supposed to do?: Create a custom Fire Strike at the location of the Tornadow.
-> What it does now?: Nothing at all.
Am I just blind? Anyone see a problem with this trigger.
3. Well first of all, stop using game-time seconds because it's not more accurate than wait actions (it's always about 0.10 to 0.30 seconds off) and if you want accuracity, use a timer. Game-time seconds are affected by the speed setting that can be set when hosting the game, and if the player does this it will screw your trigger over.
What's causing your trigger to bug is the fact that you have a wait action inside a loop using a global variable (Integer A). I've written a tutorial on why your loop bugs here. Alternatively, you could use a periodic time event instead, as that would be more precise.
Question five: Some Names. - Still need some help please.
I'm horrible at coming up with cool names. Sometimes I get some brilliant idea's, but I've been trying to get some nice names for these things for ages now, and I usualy don't ask for help on this kind of things bit I'm realy sick of it now and I want it to be finished.
What I need names for:
- An upgrade for a Spider unit to increase its movement speed. So far it's called: 8-leg speed .. which is ... Bleh.
Description: Increases the movement speed of Spiderlings.
Icon: Spider Ring (can change this if anyone has nice idea's)
- A sheep unit ability. So far it's called: Sheep Speed which is ... bleh as well ... and unlogical.
Description: Increases the movement and health regeneration speed of the Sheeps.
Icon: Endurance Aura (can change this if anyone has nice idea's)
- A Fel Hunter / Fel Beast / Hellhound etc hero names.
The Class is named: Mana Hunter, and it's based on ... draining mana and dispelling and stuff. Icon: Fel Hunter
So ... if you had a pet Fel Beast, what would you call it?
- A Dreanai weapon and armor upgrade name. So far it's called: Iron Forged Weapons because I just copie pasted the human upgrade and couldn't think of any names ... at all. I tried reading Wowwiki for idea's but didn't get any idea's at all. xD
The Dreanai use mainly those weird Axe/scythe weapons in WIII and claws. I cant think of any special kind of Material the Dreanai would use or Enchantments they would place upon their weapons to make them stronger. Any idea's?
Thanks in advance for any help, and +rep to anyone who solves one of these questions for me.
(Small thing: Anyone know a program that allows your PC to play .acm files?)