Spells - Dummy Casters

P

Persen

Guest
Ok here is my first tutorial.

Notes
* Some people might react that i write "dummycasters" all the time instead of "dummy casters", but that is because of my swedish. In swedish, (which is a very difficult language for "outsiders") we write the words together.

* If you find this shit difficult or something, you can download TheHelper WE (Formerly known as PersenEdit). This is a WE mod similar to WEU, and it has built-in dummycasters.


Introduction
So, what is dummycasters???
Dummycasters, or dummy units, are invisible units, used to cast spells in triggers for example. They can do more things, though.
A dummy unit is essentially an invisible (no model) unit. They have no collision, and is almost always invulnerable. Why, i will explain later.

Terms and words used
* Dummycaster - If you've came to this tutorial, you should probably know what this is. If you don't, read the "Introduction".
* Dummy - Short for "Dummycaster" or "Dummy unit".
* Dummy Spell / Trigger spell - Most people don't make any difference between this and what i call "Dummycaster spells" in this tutorial. Dummy/Trigger spells are the spells that set off the triggers, which controls the dummy units.
* Dummycaster spell - This is the spells that the dummycasters cast. Most people don't make any difference between this and dummyspells.

Getting Started
In the unit editor, find a suitable unit to base your dummycaster of. I recommend "Zone Indicator", located under Neutral Passive/Campaign/Buildings. I recommend it because it has many of the dummycaster things already.

* Create a new custom unit

Creating the Dummycaster

This is optional. I recommend it if you use Zone Indicator as base.
* Scroll down to "Editor"
* Set "Editor - Categorization - Campaign" to "False"
* Set "Editor - Categorization - Special" to "True"

We need to remove all the graphics from the unit
* Find the "Art - Model" field. Open it up for editing. In the "custom" box, enter "_" (without the ""). That will make the unit invisible.
OR Set the field to "Zone Indicator", located under units. This gives the same results
* Set the "Art - Shadow Image" field to "NONE"
* Make the fields "Art - Target" and "Art - Special" blank, I.E. remove all data.
* OPTIONAL: Set the "Art - Icon - Game Interface" to something nice. I usually do this to easily recognize different dummies.

If the base unit has an attack, we need to disable it.
* Find "Combat - Attacks Enabled" and set it to "None"

If the unit has pathing, we have to disable it.
There are two ways to do this. The first is to make the unit a building (Method 1). The second is to make it a flying unit (Method 2).
1) Making the unit a building.
With this method you cannot set the flying height of the caster, and you cannot make it move. But it's easy, works great, and suitable for most dummycasters.
* Find "Stats - Is a Building" and set it to true.
* Set all the field marked with "Pathing - " to "0" or "None" (Or similar)

2) Making the unit a flyer.
This method is good if you want to change the flying height of the caster, move it, or make it face an angle. It is rather obsolete for standard dummycastes, in my opinion.
* Find "Stats - Is a Building" and set it to false.
* Set "Movement - Type" to "Fly"
* OPTIONAL: Set "Movement - Flying Height" to something else than 0. This makes the caster not be on the ground.
* OPTIONAL: Set "Movement - Speed Base" to something else than 0. This makes the caster able to move.


Other stuff to change
* "Stats - Mana Initial Ammount" - Defines how much mana the caster will have when it's created. It cannot be greater than mana max.
* "Stats - Mana Maximum" - Defines the maximum ammount of mana the unit can have. Both this and the other mana fields is rather obsolete, since most dummycaster spells (I'll explain that later) requires no mana.

* "Stats - Sight Radius" (Day and Night) - These two defines how far the unit can see. These should be nullified for dummy units. Most people (including me) forget or ignore these.

* "Stats - Neutral Building - Shows Minimap Icon" - This one should be set to "False", otherwise the minimap might show a "house" icon, similar to that shown on marketplaces or merchants.
* "Stats - Neutral Building - Valid as random building" - This one should be set to "False".

Adding abilities
The dummy should have the following abilities (set the "Abilities - Normal" to this):
* "Invulnerable (Neutral)" (Code 'Avul') - This makes the unit invulnerable (hard to guess...). All dummies should have this, else they might be harmed.
* "Locust" (Code 'Aloc') - Makes the unit unselectable, untrackable, unharmable. Prevents the unit from showing up on the minimap. Also "protects" the unit from "Pick every unit" actions.

If there are any "common" abilities (Abilities that should be casted very often) you can add them here too. For those more uncommon, it's a good idea to add them in the trigger they are used. If your dummy is "specialized" and will only cast one spell for a certain trigger, you can add it here.

Congratulations! You have made your first (or not...) dummycaster!
 

phyrex1an

Staff Member and irregular helper
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Persen said:
* Some people might react that i write "dummycasters" all the time instead of "dummy casters", but that is because of my swedish. In swedish, (which is a very difficult language for "outsiders") we write the words together.

To avoide confusion:
We do not write ALL words togheter, just those who belongs togheter :p
The caster is a dummy, therefore it is a dummycaster. ^^
Infact many younger people doesn't write things togheter like this, this is refered to as 'särskrivning' (or 'sär skriving' wich is a example of a huge 'särskrivning'). It will give you -1 point in a writing essay.
Confused? Me to.


Ontopic:
Good start, remember to add locust to the dummy caster.
 

phyrex1an

Staff Member and irregular helper
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This is for sure:
A unit with locust cannot be picked with "Pick every Unit in range".
Immagin that you have a spell that orders every unit in range of a trap to move avay from something, the dummies will stop there channeling/casting to move...
Avoided with locust. This is the best thing.

Dont sure about this one:
Can a unit with no model be selected? If so adding locust will avoid that.
 
P

Persen

Guest
You can't click units without model, but units can attack them if you use an order trigger or they auto-aquire them. The best way to counter that is to use invulnerable neutral.

Another thing. Can you issue orders to locusted units? I think you can, but im not sure.
 

Jazradel

Helping people do more by doing less.
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102
Yeh.

And they can't be picked with some Pick Every Unit but they can be with Pick Every Unit Of Type and Pick Every Unit Owned by Player.
 

AceHart

Your Friendly Neighborhood Admin
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Personally, Itendtogowiththeoverkillversion (*):
they get Invulnerable, Locust and Ghost, with no model and collision = 0.
Just to be on the save side :p



(*) that's me writing in swedlish :nuts:
 

TPOX

New Member
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man american language sucks i wanna learn french cuz it turns chicks on... doesnt it? >.< i cant even learn mexican so i doubt ill learn french.
 
N

Neopolis3

Guest
AceHart said:
Personally, Itendtogowiththeoverkillversion (*):
they get Invulnerable, Locust and Ghost, with no model and collision = 0.
Just to be on the save side :p



(*) that's me writing in swedlish :nuts:
Yes, that's what I do too, and then I add tinting with 100% transparency too. :rolleyes: I have no idea why.
 
P

Persen

Guest
Well, this is also off topic, but in sweden, in 7th grade (13 years old) everyone can choose betweed german or french.
Ich kann deutsch spechen! :D
 

phyrex1an

Staff Member and irregular helper
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I just remember another thing with locust: Unit that has it isn't displayed on the minimap.


-= Off topic =-
Je ne parle bien francais.
That's pretty much explain what I learned during 5 years of french lessions, even think that I spelled most words wrong in that sentence.
I started with french in the 6th grade ^^.
 
P

Persen

Guest
Well, you start in the 6th grade but not really... We only had 2 forty minute lessions a week.

WELL STOP THIS OFF TOPIC CHATTING AND START COMMENTING MY TUTORIAL... :D :D
 

AceHart

Your Friendly Neighborhood Admin
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> If there are any "common" abilities (Abilities that should be casted very often) you can add them here too.
> For those more uncommon, it's a good idea to add them in the trigger they are used.
> If your dummy is "specialized" and will only cast one spell for a certain trigger, you can add it here.


What? This is confusing.
 
P

Persen

Guest
> If there are any "common" abilities (Abilities that should be casted very often) you can add them here too.
> For those more uncommon, it's a good idea to add them in the trigger they are used.
> If your dummy is "specialized" and will only cast one spell for a certain trigger, you can add it here.


What? This is confusing.
Ok... In which way?
 

AceHart

Your Friendly Neighborhood Admin
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All of my dummies are special casters that use all kinds of spells.
Should I put it on the unit already?
After reading this, I'm not exactly sure.
Now, imagine someone new to dummies...
 

emjlr3

Change can be a good thing
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395
no one should ever ask the question about dummy casters again, nicely done Persen
 

AceHart

Your Friendly Neighborhood Admin
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Ah yes?
I have plenty more after reading this.

Here's one:
> Dummycasters, or dummy units, are invisible units, used to do things which normal triggers cannot do

Really?
I always thought you use dummies when normal, non-triggered abilities, can't handle it...
 

Bird

Ultra Cool Member
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Great tutorial... except one thing. You say to use Zone Indicator as the base unit. I can't even find it. You say it is under "units". I'm looking under Neutral passive, neutral hostile... I can't find it anywhere.
 
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