Need help with trigger-based ability

Nathan0093

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I'm trying to create a skill called "Arrowgale of Silence." The base ability is rocket clusters, and I want to make it so that when the units in the affected area got hit, they have the silence buff for 20 seconds. How do i go about doing this?
 
do you want them to have the silence buff? or do you want them to be silenced? so they cant attack? :p
 
Make a silence ability with the same AoE with the Cluster Rockets spell, give the dummy unit the spell in the object editor and do the following:
Code:
Cluster Silence
    Events
        Unit - A unit Starts the effect of an ability
    Conditions
        (Ability being cast) Equal to Cluster Rockets
    Actions
        Set TempPoint = (Target point of ability being cast)
        Unit - Create 1 Dummy for (Owner of (Triggering unit)) at TempPoint facing Default building facing degrees
        Unit - Order (Last created unit) to Neutral Dark Ranger - Silence TempPoint
        Unit - Add a 2.00 second Generic expiration timer to (Last created unit)
        Custom script:   call RemoveLocation(udg_TempPoint)
Should be leak-free and Multi-everything
 
Thanks. How would I check for spell level so that i can change the duration of Silence or the AoE's size?
 
before the
Code:
Unit - Order (Last created unit) to Neutral Dark Ranger - Silence TempPoint

put

Code:
Unit - Set level of Sleep for (Last created unit) to (Level of Cluster Rockets for (Triggering unit))
making sure to input your sleep abil for 'Sleep' and your Arrowgale... for Cluster Rockets
 
Now I'm trying to make an ability based on the Land Mine and Entangling Roots. This is what i have so far but i dont know what to do next... How do i make the dummy unit target the unit (x) that entered the trap's AoE?

Code:
Silence Arrows Copy
    Events
        Unit - A unit Starts the effect of an ability
    Conditions
        (Ability being cast) Equal to Vine Trap 
    Actions
        Set TrapSite = (Region centered at (Position of (Summoned unit)) with size (100.00, 100.00))
        Unit - Create 1 Dummy Caster for (Owner of (Casting unit)) at TempPoint facing Default building facing degrees
        Unit - Order (Last created unit) to Night Elf Keeper Of The Grove - Entangling Roots - (x)
        Unit - Add a 2.00 second Generic expiration timer to (Last created unit)
        Custom script:   call RemoveLocation(udg_TempPoint)
 
Code:
Trap Cast
    Events
        Unit - A unit Starts the effect of an ability
    Conditions
        (Ability being cast) Equal to Animate Dead
    Actions
        Set TrapCaster = (Triggering unit)
        Set TrapSite = (Target point of ability being cast)
        Set Check = False
        Set TrapRect = (Region centered at TrapSite with size (100.00, 100.00))
        Unit - Create 1 Dummy for (Owner of (Triggering unit)) at TrapSite facing Default building facing degrees
        Set Dummy = (Last created unit)
        Trigger - Add to Trap Enter <gen> the event (Unit - A unit enters TrapRect)
        Wait until (Check Equal to True), checking every 0.10 seconds
        Custom script:   call RemoveLocation (udg_TrapSite)
        Custom script:   call RemoveRect (udg_TrapRect)

Code:
Trap Enter
    Events
    Conditions
        ((Entering unit) belongs to an enemy of (Owner of TrapCaster)) Equal to True
    Actions
        Unit - Order Dummy to Night Elf Keeper Of The Grove - Entangling Roots (Entering unit)
        Unit - Add a 1.00 second Generic expiration timer to Dummy
        Set Check = True
 
Code:
Trap Enter
    Events
    Conditions
        ((Entering unit) belongs to an enemy of (Owner of TrapCaster)) Equal to True
    Actions
        Unit - Set level of Entangling Roots for Dummy to (Level of Trap for (Trap Caster))
        Unit - Order Dummy to Night Elf Keeper Of The Grove - Entangling Roots (Entering unit)
        Unit - Add a 1.00 second Generic expiration timer to Dummy
        Set Check = True

if you want the region to increase, do something like,

Set TrapRect = (Region centered at TrapSite with size (50.00 x (Integer(Level of Trap for TrapCaster x 2.00), (50 x (Integer(Level of Trap for TrapCaster x 2.00)))

level 1 range = 100 x 100, lvl 2 = 150 x 150, lvl 3 = 200x 200,
up to you

EDIT: lol sorry
Off topic, your picture is awesome rofl
 
Code:
Trap Cast
    Events
        Unit - A unit Starts the effect of an ability
    Conditions
        (Ability being cast) Equal to Animate Dead
    Actions
        Set TrapCaster = (Triggering unit)
        Set TrapSite = (Target point of ability being cast)
        Set Check = False
        [B]Set SpellLevel = Level of Animate Dead for (TrapCaster)[/B]
        Set TrapRect = (Region centered at TrapSite with size (100.00, 100.00))
        Unit - Create 1 Dummy for (Owner of (Triggering unit)) at TrapSite facing Default building facing degrees
        Set Dummy = (Last created unit)
        Trigger - Add to Trap Enter <gen> the event (Unit - A unit enters TrapRect)
        Wait until (Check Equal to True), checking every 0.10 seconds
        Custom script:   call RemoveLocation (udg_TrapSite)
        Custom script:   call RemoveRect (udg_TrapRect)

Code:
Trap Enter
    Events
    Conditions
        ((Entering unit) belongs to an enemy of (Owner of TrapCaster)) Equal to True
    Actions
        [B]Unit - Set level of Entangling Roots for Dummy to SpellLevel[/B]
        Unit - Order Dummy to Night Elf Keeper Of The Grove - Entangling Roots (Entering unit)
        Unit - Add a 1.00 second Generic expiration timer to Dummy
        Set Check = True

Something like that?

Edit: Beaten to it.
 
^The channel ability doesnt appear in the game even though I included it for the hero, so help? I also couldnt make the following trigger work. I want to make it so that the target of holy light also gets the buff and effect of Inner Fire (10% attack damage bonus)

Code:
Holy Light and Inner Fire
    Events
        Unit - A unit Starts the effect of an ability
    Conditions
        (Ability being cast) Equal to Divine Light 
    Actions
        Set TargetofDivineLight = (Target unit of ability being cast)
        Set TempPoint = (Position of (Target unit of ability being cast))
        Set SpellLevel = (Level of Divine Light  for (Casting unit))
        Unit - Set level of Inner Fire (Holy Light) for Dummy to SpellLevel
        Unit - Create 1 Dummy Caster for (Owner of (Casting unit)) at TempPoint facing Default building facing degrees
        Unit - Order Dummy to Human Priest - Inner Fire TargetofDivineLight
        Unit - Add a 2.00 second Generic expiration timer to (Last created unit)
        Custom script:   call RemoveLocation(udg_TempPoint)
 
In the object editor of your channel spell. Find the field
Data - Options and check Visible
edit
Unit - Set level of Inner Fire (Holy Light) for Dummy to SpellLevel
This should go after yoy create the dummy, btw why is there Dummy and Dummy Caster? Are they different?
 
Is it possible to make it so that the dummy isnt visible in anyway? If so, I'd be glad to get help on how to do it.
 
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