Some Issues with Collision data.

^ Post 350... Not for the feint of heart: Total Posts: 350 (46.55 posts per day) ;)

But anyways i dont know what kind of map your making but i was just thinking about that ability... to make it alittle more interesting... instead of making an illusion do like in second sight (for xbox... maybe other consoles) and use the 'Projection' ability slightly edited... make a copy of an illusionist hero, make that projection ability disable your movement speed for 30 seconds and create 1 invisible copy of yourself, able to attack though... and have a 0 second blend time (Never reavels except gem of truesight etc) That would be interesting because while using the skill, if u get hit the projection should disappear... and only lasting 30 seconds you cant rush a base invisibly :D
 
You never saw them? check the gui triggers.. there is a whole set for creating images!
What you can do with illusions:
Change color R% G% B% Transparency%
Create one of a doodad or an unit.
etc...
 
...I know you can change the coloring and transparency... But that isnt creating a mirror image that has exactly the same stats and is only blue for the allies of the owner...
 
ya, but you can create an image of a unit! Its the same thing with triggers...

And as for the image doing damage, no it can't, but if you really wanted damage or extra life or something like that, then your better off using the illusion item or mirror image..
 
HOW do you create an image of a unit using triggers? POST THE ACTION!
And using gameplay constants u can allow images to deal damage/attack
 
Alright, i have an issue. It's with timers. all thats left is to give the main unit ghost, reduce his attack by a good percentage amount, increase his speed, and wait for so long untill i undo all of that. However, i don't want it to glitch if someone else has the same unit and casts the ability. The previous caster would be permenantly ghosted, and the new caster would never get ghosted. any advice?
 
use windwalk, and create an image, and in that trigger that creates an image,
add a variable for the image and set it to last created unit/image(not sure if image exists)
add a wait (time until image dies)
and then go remove that image
lastly to reduce leaks Custom Script: Set udg_(YOUR VARIABLE NAME WITH _ INSTEAD OF SPACES)

As for the trigger give me a sec..
 
Use timers for the wait instead of wait actions.
 
why there is no point, a wait works fine, and for the creating image triggers i was wrong but you could use the item illusion abillity from a dummy unit and then instantly move that image to the position of the caster.

Darn, well.. i guess.. i am a little new to those illusion actions.. i haven't ever really got a use for them in so long..
 
timers are the same issue. if another person uses the skill before his finishes, then the timer gets reset, and the msot recent person loses there skill. It alos adds another trigger...

What i would like to do is have a dummy unit (or the unit himself if it'll work) cast invisiblity on him. that way i don't have to screw with timers, the spells duration time will do that for me. but i can't find a way to have a unit cast an ability on another unit, except for the preset one's, but the preset invisiblity spell wont have my custom time on it.
 
why don't you base the abillity off of windwalk???? Its timed invisabillity and you can make it decrease or increase your movement speed!
 
Switch33 said:
why don't you base the abillity off of windwalk???? Its timed invisabillity and you can make it decrease or increase your movement speed!

Because then I can't base it off Mirror Image, which creates the blue tinted copy which is only noticable as a copy to me. This is the core of my ability, I want to easily recognize which is the copy, without the opponent being able to. The unit's sole purpose is to confuse the enemy. Also, wind walk renders you visible again when you attack. I don't want this, i want the unit to remain undetectable period, but with a very large attack reduction. That way he can stay off to the side and aid other units, rather than use the invis to pound on an enemy that can't attack back. Also, please try and use a maximum of two punctiation marks in succesion, one is actually more than enough.

Edited for spelling errors
 
alright, i'm off to bed, i can't think properly anymore. It turns out, that using a wait doesn't mess anything up. I tried 5 units, all different, using the ability one after another before the first could ever finish, and they all reset when they should, no glitch, no error. I am, unfortunetly, going to have to use three triggers. I need a trigger to detect when the Dup moves, if i turn his collision of before then when the origonal hero does anything aside from run, the dup gets pushed to the side.

Night. Mreow.
 
Dummy units would also work. Despite the fact that it says "Human Sorceress," telling a unit to cast that will cast any spell based off Invisibility.
 
Oh, i see. How do i specify Which spell to cast? Do i need to replace the human sorceress's invisibility? Or do i just give a dummy unit the ability, give it infinite range, and plop him somewhere of in a dark corner?

mrow.
 
Alright, well, for some reason the waits don't screw up the ability one bit. I even gave 5 different units the ability, and had all five cast it one after another, and all of them uninvised when they should. The only semi-glitch, is that if the same person casts it on themselves a second time their invis will end before the dopple dissapears. But the spell takes longer than that to recharge, so it doesn't matter one bit. Also, as the triggers are now, if the caster attacks while still over lapped, the dopple will get bumped around in a glitchy looking manner. The only way i can see to fix this is to make a third trigger that decets when the dopple moves, and when he does, then turn his collision on.

Code:
Decoy
    Events
        Unit - A unit Begins casting an ability
    Conditions
        (Ability being cast) Equal to Decoy 
    Actions
        Set Dec_CasterPoint = (Position of (Casting unit))
        Set Dec_SummonOn = True
Code:
Decoy Summoned
    Events
        Unit - A unit Spawns a summoned unit
    Conditions
        Dec_SummonOn Equal to True
    Actions
        Unit - Turn collision for (Summoning unit) Off
        Unit - Turn collision for (Summoned unit) Off
        Unit - Move (Summoning unit) instantly to Dec_CasterPoint, facing (Facing of (Summoned unit)) degrees
        Unit - Move (Summoned unit) instantly to (Position of (Summoning unit)), facing (Facing of (Summoning unit)) degrees
        Unit - Add Ghost to (Summoning unit)
        Unit - Turn collision for (Summoned unit) On
        Wait 0.01 seconds
        Set Dec_SummonOn = False
        Wait 10.00 seconds
        Unit - Remove Ghost from (Summoning unit)
 
Unit - Remove Ghost from (Summoning unit)

You changed it to summoning unit, the summoning unit is whoever summoned the unit at the beginning of the trigger, so unlike setting a unit variable when u remove it from this it removes from whoever summoned, so if 5 people summon it removes 5 invisibilities
 
See, thats how i thought it should work. But i was having problem before where when i used casting unit, it did it to the last unit to cast a spell. meaning anything that was cast during that wait period would ahve had the ghost removed from it. I guess casting unit and summoning unit work differently...
 
Alright a few optimizations to the Decoy Summoned trigger. I threw in a loop that checks every five seconds to see if the decoy is in the origonal casting spot. It works very well, except that for some reason the caster returns visible 2 or 3 seconds before the Dup expires. i ahve the Dup set to ten seconds, and i can't find any logical reason why it's doing this. I could always up the wait by a few mroe seconds, but i don't like that unless i know why it's glitching, otherwise those three seconds might not fix it all the time.

Code:
Decoy Summoned
    Events
        Unit - A unit Spawns a summoned unit
    Conditions
        Dec_SummonOn Equal to True
    Actions
        Unit - Turn collision for (Summoning unit) Off
        Unit - Turn collision for (Summoned unit) Off
        Unit - Move (Summoning unit) instantly to Dec_CasterPoint, facing (Facing of (Summoned unit)) degrees
        Unit - Move (Summoned unit) instantly to (Position of (Summoning unit)), facing (Facing of (Summoning unit)) degrees
        Unit - Add Ghost to (Summoning unit)
        Wait 0.01 seconds
        Set Dec_SummonOn = False
        For each (Integer A) from 1 to 20, do (Actions)
            Loop - Actions
                Wait 0.50 seconds
                If (((Region centered at Dec_CasterPoint with size (20.00, 20.00)) contains (Summoned unit)) Equal to False) then do (Unit - Turn collision for (Summoned unit) On) else do (Do nothing)
        Unit - Remove Ghost from (Summoning unit)
 
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