Shadow meld at day

fjerre

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I'm trying to make a map and i noticed, you need some kind of cover during the day, is it possible to make so that Shadow Meld is usable at day?
 

TomTTT

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Tried changing in the ability the Day/Night Duration field, and the unit just simply look like it's hiding altho it's not. Maybe you can just use the Far Seer's summoned wolf's invisibility?
 

LegitShip

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Ive seen several abilities that have permenant invisibility, but cant think of the names at the moment.
You could always just use wind walk or relating skill that costs no mana, with a however second charge time... but then the player would move around freely...
 

Ayanami

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Most likely, you would need to use a few triggers. Basically, give the Permanent Invisibility ability to the caster when shadow meld is used. To prevent the unit from having invisibility while moving, you would need a trigger to detect if the unit has moved.

The easiest way I can think of is to simply use the distance between points check. Here's a simple trigger to help you get the idea of it.

Trigger:
  • Shadow Meld Cast
    • Events
      • Unit - A unit Starts the effect of an ability
    • Conditions
      • (Ability being cast) Equal to Shadow Meld
    • Actions
      • Custom script: call RemoveLocation(udg_TempPoint[0])
      • Set TempPoint[0] = (Poisition of (Triggering unit))
      • Set TempUnit = (Triggering unit)
      • Unit - Add Permanent Invisibility to (Triggering unit)
      • Trigger - Turn on Shadow Meld Periodic <gen>


Trigger:
  • Shadow Meld Periodic (Initially off)
    • Events
      • Time - Every 0.10 seconds of game time
    • Conditions
    • Actions
      • Set TempPoint[1] = (Position of TempUnit)
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Distance between TempPoint[0] and TempPoint[1]) Greater than 0.00
        • Then - Actions
          • Unit - Remove Permanent Invisibility from TempUnit
          • Custom script: call RemoveLocation(udg_TempPoint[0])
        • Else - Actions
      • Custom script: call RemoveLocation(udg_TempPoint[1])


Though this isn't MUI, you can easily make it MUI just by tweaking the triggers a little bit.
 

Sonic

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WHy don't you just use this
[WC3Events - Unit issues a target point[/WC3]
Handwritted Sorry
 

TomTTT

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Most likely, you would need to use a few triggers. Basically, give the Permanent Invisibility ability to the caster when shadow meld is used. To prevent the unit from having invisibility while moving, you would need a trigger to detect if the unit has moved.

The easiest way I can think of is to simply use the distance between points check. Here's a simple trigger to help you get the idea of it.

Trigger:
  • Shadow Meld Cast
    • Events
      • Unit - A unit Starts the effect of an ability
    • Conditions
      • (Ability being cast) Equal to Shadow Meld
    • Actions
      • Custom script: call RemoveLocation(udg_TempPoint[0])
      • Set TempPoint[0] = (Poisition of (Triggering unit))
      • Set TempUnit = (Triggering unit)
      • Unit - Add Permanent Invisibility to (Triggering unit)
      • Trigger - Turn on Shadow Meld Periodic <gen>


Trigger:
  • Shadow Meld Periodic (Initially off)
    • Events
      • Time - Every 0.10 seconds of game time
    • Conditions
    • Actions
      • Set TempPoint[1] = (Position of TempUnit)
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Distance between TempPoint[0] and TempPoint[1]) Greater than 0.00
        • Then - Actions
          • Unit - Remove Permanent Invisibility from TempUnit
          • Custom script: call RemoveLocation(udg_TempPoint[0])
        • Else - Actions
      • Custom script: call RemoveLocation(udg_TempPoint[1])


Though this isn't MUI, you can easily make it MUI just by tweaking the triggers a little bit.

What i'm gonna say is not something saying it is wrong, just a spelling problem... Why calling a veriable "Temp" when it isn't :p
Tho this really is a very nice way, and very effective unless this is more than 1 player map.
 

skyblader

You're living only because it's illegal killing.
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Calling a variable Temp, because it is only temporary? A variable is only temporary if you use it, and clear it after you use. A variable is not temporary, if you set it to something, don't clear, and keep using that point over nad over again throughout the game. I still think it's temporary.

Unless.. You're saying it should be spelled Temporary instead of Temp..
It's a shortcut.
 

TomTTT

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Calling a variable Temp, because it is only temporary? A variable is only temporary if you use it, and clear it after you use. A variable is not temporary, if you set it to something, don't clear, and keep using that point over nad over again throughout the game. I still think it's temporary.

Unless.. You're saying it should be spelled Temporary instead of Temp..
It's a shortcut.
Lol obviously i know it's a shortcut.... What i mean is the unit is not Temp, or if you want Temporary. The unit isn't temporary since you set it once to one specific unit and use periodic trigger with it. If you keep using it over and over, I don't think it should be called "Temporary".
 

skyblader

You're living only because it's illegal killing.
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You've got a point.. Thought you were talking bout the point.
 

DioD

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make spell based of channel with unlimited (very long - 3600) preparation time.

on cast event - add permanent invis.
on cast end event - remove permanent invis.

no need of variables.
 

Weep

Godspeed to the sound of the pounding
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make spell based of channel with unlimited (very long - 3600) preparation time.

on cast event - add permanent invis.
on cast end event - remove permanent invis.
Shadow Meld automatically makes the unit invisible again when it stops moving. How do you propose to detect when to make the unit try channeling again (when it stops moving)?
 

Ayanami

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Shadow Meld automatically makes the unit invisible again when it stops moving. How do you propose to detect when to make the unit try channeling again (when it stops moving)?

Actually, I forgot that Shadow Meld makes your auto-invisible when not walking. In that case, a permanent periodic trigger would be necessary to detect if the unit is moving. The movement checking part would be similar to the trigger I gave earlier. Just that now, you need to check if the unit did not move. If so, just give the Permanent Invisibility. If not, remove it.
 

Nenad

~Choco Coronet~ Omnomnom
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Well, depending on the duration of the map (if it's more than 3600 seconds of invisibility) this wouldn't work, however:

Base the spell of windwalk.
Stop the user when he activates the spell.
Detect if the user is given any order.
Remove the wind walk buff if yes.

Why not just do that? Instead of adding permanent invisibility and troubling yourself with periodic triggers.
 

Cheddar

This is the way it was meant to be.
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Couldn't you just check if his given order is Stop or Hold Position and then add the invisibility accordingly? I'm pretty sure a unit defaults to "Stop" after it finishes attacking or moving.
 

Weep

Godspeed to the sound of the pounding
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force player to cast spell if he want to hide, its very simple.
Well, then it isn't really like Shadow Meld, is it?

If it's an acceptable difference, though, it would work well.
 
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