Searing Arrows: Creating effect on caster's hands

krainert

Member
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10
Greetings,

Is there a way to add an effect to caster's hands when Searing Arrows is on? I haven't had any luck with Art - Target or Art - Special so far.

Thanks.
 

Moradiae

TH.net Regular
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14
I think you should try Art - Caster no?

I don't know much about these attachments myself :p
 

TomTTT

New Member
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44
It would be pretty simple, Just find out when the someone casts it, with the event unit begins casting an ability. Then do:
Special Effect - Create a special effect attached to the right,hand to (Triggering unit)
Special Effect - Create a special effect attached to the left,hand to (Triggering unit)
 

Moradiae

TH.net Regular
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14
Is there an event that detects a unit auto-activating an ability?
or am I understanding the question wrongly here
 

Moradiae

TH.net Regular
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what I meant is that when unit auto-activates an ability, the unit didn't start casting any ability yet, it can, but not necessarily
so the event - unit begins casting an ability is not the case here, but can be

although creating attachment when the unit casts an ability could be done in the said way, and Art - Caster attachment also gives the same result, I think what krainert is asking for here is to create special effects when the ability is auto-activated,
Correct me if I am wrong here, krainert

you asks very good questions and all of them, so far, are also what I wanted to know how to solve :)


edited

got it :D:D:D

from this thread

Trigger:
  • detect
    • Events
      • Unit - A unit Is issued an order with no target
    • Conditions
    • Actions
      • Game - Display to (All players) the text: A
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Issued order) Equal to (Order(flamingarrows))
        • Then - Actions
          • Game - Display to (All players) the text: B
          • Special Effect - Create a special effect attached to the overhead of (Triggering unit) using units\critters\Albatross\Albatross.mdl
          • Set speceff[1] = (Last created special effect)
          • Special Effect - Create a special effect attached to the origin of (Triggering unit) using Abilities\Spells\Orc\Ensnare\EnsnareMissile.mdl
          • Set speceff[2] = (Last created special effect)
        • Else - Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Issued order) Equal to (Order(unflamingarrows))
        • Then - Actions
          • Game - Display to (All players) the text: C
          • Special Effect - Destroy speceff[1]
          • Special Effect - Destroy speceff[2]
        • Else - Actions


map attached :)

trigger name : Detect
 

Attachments

  • Show Range MUI.w3x
    21.1 KB · Views: 207

JsK

New Member
Reaction score
0
I think this should work.

Trigger:
  • Special Effect
    • Events
      • Unit - A unit Is issued an order with no target
    • Conditions
    • Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Issued order) Equal to (Order(flamingarrows))
        • Then - Actions
          • Set Unit = (Ordered unit)
          • Special Effect - Create a special effect attached to the hand of Unit using Abilities\Spells\Other\TalkToMe\TalkToMe.mdl
          • Set Special_Effect = (Last created special effect)
        • Else - Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Issued order) Equal to (Order(unflamingarrows))
        • Then - Actions
          • Special Effect - Destroy Special_Effect
        • Else - Actions
 

krainert

Member
Reaction score
10
To clarify: Yes, I mean I want the effect there when Searing Arrows is set to autocast.

Thanks.
Then what do I do if I need an arbitrary number of heroes having the ability? Will I have to leave the trigger looping to test when autocast is disabled (and how do I check this)?
 

TomTTT

New Member
Reaction score
44
what I meant is that when unit auto-activates an ability, the unit didn't start casting any ability yet, it can, but not necessarily
so the event - unit begins casting an ability is not the case here, but can be

although creating attachment when the unit casts an ability could be done in the said way, and Art - Caster attachment also gives the same result, I think what krainert is asking for here is to create special effects when the ability is auto-activated,
Correct me if I am wrong here, krainert

you asks very good questions and all of them, so far, are also what I wanted to know how to solve :)


edited

got it :D:D:D

from this thread

Trigger:
  • detect
    • Events
      • Unit - A unit Is issued an order with no target
    • Conditions
    • Actions
      • Game - Display to (All players) the text: A
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Issued order) Equal to (Order(flamingarrows))
        • Then - Actions
          • Game - Display to (All players) the text: B
          • Special Effect - Create a special effect attached to the overhead of (Triggering unit) using units\critters\Albatross\Albatross.mdl
          • Set speceff[1] = (Last created special effect)
          • Special Effect - Create a special effect attached to the origin of (Triggering unit) using Abilities\Spells\Orc\Ensnare\EnsnareMissile.mdl
          • Set speceff[2] = (Last created special effect)
        • Else - Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Issued order) Equal to (Order(unflamingarrows))
        • Then - Actions
          • Game - Display to (All players) the text: C
          • Special Effect - Destroy speceff[1]
          • Special Effect - Destroy speceff[2]
        • Else - Actions


map attached :)

trigger name : Detect


*Cough* That's my Show Range MUI with hastables I uploaded and you checked *Cough*
 

Weep

Godspeed to the sound of the pounding
Reaction score
400
Bear in mind that this method only creates/removes the effect when it's ordered on/off by the player, not when the ability is enabled/disabled by other means, eg. when running out of mana or being silenced. Hopefully that's OK with you, because it's not so easy to handle those other cases...believe me, I've tried. :p
 

Sajin

User title under construction.
Reaction score
56
Bear in mind that this method only creates/removes the effect when it's ordered on/off by the player, not when the ability is enabled/disabled by other means, eg. when running out of mana or being silenced. Hopefully that's OK with you, because it's not so easy to handle those other cases...believe me, I've tried. :p

wouldn't

If unit is dead = true
destory sfx
If units mana equal to 0
destroy sfx?

work?

also cant you do this all through buffs? or no?
 

Syndrome

You can change this now in User CP.
Reaction score
126
Alternatively, you can make Searing Arrows a toggle spell, like Immolation. This would enable you to very easily create the special effects.
Here's an idea:
Make it based off Immolation, except with no mana cost and casting time. It is here you put in the special effects.
Then, with one trigger, detect when Immolation is on or off, and give the unit an ORb effect which has a Mana cost. This will cause the unit to 'lose' mana everytime an attack is made.
Done.
 

krainert

Member
Reaction score
10
Thanks, sounds like the best way to do it, Geoff.
However: When I do as suggested, the Orb (of Darkness) needs to be set to autocast before functioning. How can I work around this?
 

krainert

Member
Reaction score
10
I fixed it with this instead:
Code:
Events
    Unit - A unit Is attacked

Conditions
    ((Attacking unit) has buff Empowered Kinetics ) Equal to True

Actions
    Set _Ability = Empowered Kinetics 
    Set _Unit = (Attacking unit)
    Set _Real = (Mana of _Unit)
    Set _Integer = (Level of _Ability for _Unit)
    Set _Real2 = ((Power(2.00, (Real((_Integer - 1))))) x 10.00)
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        If - Conditions
            _Real Greater than or equal to _Real2
        Then - Actions
            Set _AttackType = Spells
            Set _DamageType = Force
            Set _Unit2 = (Attacked unit)
            Set _Real3 = ((Power(2.00, (Real((_Integer - 1))))) x 20.00)
            Unit - Set mana of _Unit to (_Real - _Real2)
            Unit - Cause _Unit to damage _Unit2, dealing _Real3 damage of attack type _AttackType and damage type _DamageType
        Else - Actions
Thanks :)
 
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