Slow Poison as Splash

Mic9

New Member
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I want to make the slow poison ability be splash in a TD. The only way slow poison works is if the the weapon type is set to Normal, Instant, and Missle. The slow poison buff disappears entirely if I use anything else. Can anyone help me write a trigger to solve this?

NOTE: I'm using ROC editor
 

GameOver[GR]

New Member
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i can give you some help , to create a dummy unit you should create a new unit and give to it the ability : " Locus " whitch will help you much , this ability will make the dummy unit walkable , i mean that any unit can walk IN it.
Next if you want this unit to be undetectable you need to change the model of it to : No model , or you can just change the scale size of the unit and make it 0 but i think in this way the unit will be a circle full of shandow.

Anyway i hope you find the best way to do a dummy unit.
 

Mic9

New Member
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6
What would the trigger look like if I used a dummy unit? That's where I'm running into problems. Thanks for the help still though
 

GameOver[GR]

New Member
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You should add splash ability to the tower you want and then you need this trigger.

Trigger:
  • Untitled Trigger 001
    • Events
      • Unit - A unit is attacked
    • Conditions
      • (Unit-type of (Attacking unit)) Equal to (the tower you want)
    • Actions
      • Unit - Create 1 Dummy Unit for (Owner of(Attacking unit)) facing 0.00 degrees
      • Unit - Add a 2.00 seconds Generic expiration timer to (Last created unit)
      • Unit - Order (Last created unit) to Move To (Position of (Attacked unit))


Remember that the dummy unit should have no attack , it should have permanent imolation , ms aura , and it should be invulnerable. Also you should know that the 2.00 seconds generic expiration timer is the duration of the poison. If you want to make the duration bigger you just change the 2.00 to whatever.
 

Angel_Island

Much long, many time, wow
Reaction score
56
Try this:
Trigger:
  • Add Units
    • Events
      • Unit - A unit enters (Playable map area)
    • Conditions
    • Actions
      • Trigger - Add to Slow Poison <gen> the event (Unit - (Triggering unit) Takes damage)

Trigger:
  • Slow Poison
    • Events
    • Conditions
    • Actions
      • Unit - Create 1 Dummy for (Owner of (Damage source)) at (Position of (Triggering unit)) facing Default building facing degrees
      • Unit - Add a 1.00 second Generic expiration timer to (Last created unit)
      • Unit - Add Slow Poison to (Last created unit)
      • Unit Group - Pick every unit in (Units within <aoe> of (Position of (Triggering unit)) matching (((Matching unit) belongs to an enemy of (Owner of (Damage source))) Equal to True)) and do (Unit - Order (Last created unit) to Attack Once (Picked unit))

This means that the Dummy must be able to attack.
 

Legacyspy

New Member
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19
Try this:
Trigger:
  • Add Units
    • Events
      • Unit - A unit enters (Playable map area)
    • Conditions
    • Actions
      • Trigger - Add to (This trigger) the event (Unit - (Triggering unit) Takes damage)

This doesn't do anything...

Trigger:
  • Slow Poison
    • Events
    • Conditions
    • Actions
      • Unit - Create 1 Dummy for (Owner of (Damage source)) at (Position of (Triggering unit)) facing Default building facing degrees
      • Unit - Add a 1.00 second Generic expiration timer to (Last created unit)
      • Unit - Add Slow Poison to (Last created unit)
      • Unit Group - Pick every unit in (Units within <aoe> of (Position of (Triggering unit)) matching (((Matching unit) belongs to an enemy of (Owner of (Damage source))) Equal to True)) and do (Unit - Order (Last created unit) to Attack Once (Picked unit))

The dummy will only attack the last unit picked, and if the first trigger adds the event to this trigger instead, you will get a infinite loop.

What you really want is:

A unit is attacked
Attacked unit = splash tower
pick every unit within aoe of attacked unit matching matching unit is an enemy of attacking unit and do:
create 1 dummy for owner of attacking unit at position of picked unit and order attacking unit to attack picked unit. Add 1 second experiation timer to last created unit.

Give the dummy slow poison and a 2 second cooldown on the attack.
 

Mic9

New Member
Reaction score
6
For some reason I can't find the trigger "Unit - Add a 1.00 second Generic expiration timer to (Last created unit)". Is this option part of ROC editor or am I just missing something. Also this is what I have so far:



I'm going to try all the triggers suggested but I'm missing the expiration timer so this leaves me kinda stuck :\
 

Bloodcount

Starcraft II Moderator
Reaction score
297
how about a new trigger.

When a unit of type <dummy unit> attacks, remove triggering unit frim game.

so ? :d
 

Mic9

New Member
Reaction score
6
how about a new trigger.

When a unit of type <dummy unit> attacks, remove triggering unit frim game.

so ? :d

Hmm I tried something like that but the dummy wasn't removed and it caused masssssive lag so I had to close the game lol. Good news though is the slow poison is doing splash finally.
 

Legacyspy

New Member
Reaction score
19
For some reason I can't find the trigger "Unit - Add a 1.00 second Generic expiration timer to (Last created unit)". Is this option part of ROC editor or am I just missing something. Also this is what I have so far:



I'm going to try all the triggers suggested but I'm missing the expiration timer so this leaves me kinda stuck :\

You need to do the unit group option with the ability to add more stuff.

So it should be

Unit Group - PIck every unit in units within 125 of position of attacking unit do:
(Unit - create 1 dummy for owner of attacked unit at position of
attacking unit.
Order last created unit to attack picked unit.
Add a 1 second expiration timer to last created unit.)

BTW you should get tft.
 

Mic9

New Member
Reaction score
6
You need to do the unit group option with the ability to add more stuff.

So it should be

Unit Group - PIck every unit in units within 125 of position of attacking unit do:
(Unit - create 1 dummy for owner of attacked unit at position of
attacking unit.
Order last created unit to attack picked unit.
Add a 1 second expiration timer to last created unit.)

BTW you should get tft.

That trigger isn't working. The one I posted was already working but was causing lag because dummy units weren't being removed. All I need now is to figure out a new trigger that will get rid of dummy units because I can't seem to set an expiring timer in roc editor

EDIT: Yea I know I should get TFT :p, I lost my expansion awhile back
 
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