The "blue" slow effect

Ashlebede

New Member
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43
What he meant is, say you have different default vertex coloring values in the Object Editor for every unit... you can't just "reset" it, you'd have to hardcode it.
 

Bogrim

y hello thar
Reaction score
154
Make a dummy unit with an instant attack, no backswing and no turn rate. Give this unit Cold Arrows and make it attack the target once. This is the only way to get the cold effect on a unit with customizable values and the cold vertex coloring.

The alternate solution is to trigger the cold effect by altering the unit's vertex coloring, but this will also interfere with existing vertex colors and should only be used if cold is the only form of vertex coloring in your map.
 

AoW_Hun7312

I'm a magic man, I've got magic hands.
Reaction score
76
Make a dummy unit with an instant attack, no backswing and no turn rate. Give this unit Cold Arrows and make it attack the target once. This is the only way to get the cold effect on a unit with customizable values and the cold vertex coloring.

The alternate solution is to trigger the cold effect by altering the unit's vertex coloring, but this will also interfere with existing vertex colors and should only be used if cold is the only form of vertex coloring in your map.

If I do this, what stops the dummy from attacking numerous times? Should I add the worker classification? Would there be a way to make the dummy unit deal zero damage, or would I have to block it?
 

Ashlebede

New Member
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43
That is, indeed, a good question, However, I don't think it really matters if your unit attacks more than once. What is important is that it deals 0 damage with its standard attack and that its frost arrow deals 0 damage as well.

I don't suggest worker classification ; that would make a worker icon appear in the bottom left, if I ain't mistaken. Just let the dummy unit attack it as many times as it pleases, but remove it quickly enough so it doesn't affect the duration.
 

Bogrim

y hello thar
Reaction score
154
If I do this, what stops the dummy from attacking numerous times? Should I add the worker classification? Would there be a way to make the dummy unit deal zero damage, or would I have to block it?
Set the attack cooldown to be larger than the dummy unit's expiration timer in order to prevent it from landing more than one attack. To make the dummy unit cause no damage with the attack (0-0 attack damage), the following fields must be set like this:

Damage base: -1
Damage Number of Dice: 1
Damage Number per Die: 0

zero-damage.jpg
 

AoW_Hun7312

I'm a magic man, I've got magic hands.
Reaction score
76
I did what's above. For some reason there's a delay between the spell landing and the slow. I set the animation backswing and the like to 0, and the missile speed to 0 as well.
 

Bogrim

y hello thar
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154
Make sure that the dummy unit has 0 movement speed, so that it turns instantly like a tower.
 

Bogrim

y hello thar
Reaction score
154
Nevermind that, 0 missile speed will also make the attack instant. However, set the movement speed to 0, the delay comes from the unit turning to attack. Without movement speed, it will act like a tower.
 

AoW_Hun7312

I'm a magic man, I've got magic hands.
Reaction score
76
Nevermind that, 0 missile speed will also make the attack instant. However, set the movement speed to 0, the delay comes from the unit turning to attack. Without movement speed, it will act like a tower.

I think this is just a limitation of Warcraft now. I'm still stuck with the same delay.
 

Bogrim

y hello thar
Reaction score
154
I've been doing some testing and the largest delay I get between creation and the damage event is 0.115 seconds. How much of a delay are you getting?
 

AoW_Hun7312

I'm a magic man, I've got magic hands.
Reaction score
76
I've been doing some testing and the largest delay I get between creation and the damage event is 0.115 seconds. How much of a delay are you getting?

There's at least a one second delay between the actual missile hitting, and the ice arrow hitting. Could you post what you have?
 
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