Transformation Help

nandosman

New Member
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4
I'm trying to make a unit transorm into another one when its hps goes under 35% of its max life; I tried using robo-goblin abilitie and a few triggers, but cant make it works, so need suggestions here... :confused:
 
C

chri5ty

Guest
Did you try to look at a unit like Alchemist to see its ability Chemical rage? This is an example. You can look in the Neutral units and find three alchemists.Theese are the ones the original alchemist morphs to. Look in the object editor, at the ability editor. Find chemical rage and see what units are mentioned there. Replace them with your own unit, and replace Hero Ability - true with false. When you hero has 35% hit points or lower, add this ability to your hero, and cast it immediatly.
 

nandosman

New Member
Reaction score
4
Did you try to look at a unit like Alchemist to see its ability Chemical rage? This is an example. You can look in the Neutral units and find three alchemists.Theese are the ones the original alchemist morphs to. Look in the object editor, at the ability editor. Find chemical rage and see what units are mentioned there. Replace them with your own unit, and replace Hero Ability - true with false. When you hero has 35% hit points or lower, add this ability to your hero, and cast it immediatly.

I want the transformation to be permanent until the life of the unit becomes greater than 35%...
 

Foresector

Member
Reaction score
16
Maybe something like this?

Code:
Melee Initialization
    Events
        Unit - A unit Is attacked
    Conditions
        (Unit-type of (Triggering unit)) Equal to Footman
        (Life of (Triggering unit)) Less than or equal to ((Max life of (Triggering unit)) x 0.35)
    Actions
        Unit - Remove (Triggering unit) from the game
        Unit - Create 1 Footman for (Owner of (Triggering unit)) at (Position of (Triggering unit)) facing (Center of (Playable map area))
        Wait until ((Life of (Last created unit)) Greater than or equal to ((Max life of (Last created unit)) x 0.35)), checking every 1.00 seconds
        Unit - Remove (Last created unit) from the game
        Unit - Create 1 Footman for (Owner of (Last created unit)) at (Position of (Last created unit)) facing (Center of (Playable map area))

Where you replace the first footman with the metamorhpsied unit and the 2nd footman with the original unit.

You can also make another trigger to stop this one from checking if the unit dies?

Edit: Found a few mistakes in trigger
 

nandosman

New Member
Reaction score
4
Maybe something like this?

Code:
Melee Initialization
    Events
        Unit - A unit Is attacked
    Conditions
        (Unit-type of (Triggering unit)) Equal to Footman
        (Life of (Triggering unit)) Less than or equal to ((Max life of (Triggering unit)) x 0.35)
    Actions
        Unit - Remove (Triggering unit) from the game
        Unit - Create 1 Footman for (Owner of (Triggering unit)) at (Position of (Triggering unit)) facing (Center of (Playable map area))
        Wait until ((Life of (Last created unit)) Greater than or equal to ((Max life of (Last created unit)) x 0.35)), checking every 1.00 seconds
        Unit - Remove (Last created unit) from the game
        Unit - Create 1 Footman for (Owner of (Last created unit)) at (Position of (Last created unit)) facing (Center of (Playable map area))

Where you replace the first footman with the metamorhpsied unit and the 2nd footman with the original unit.

You can also make another trigger to stop this one from checking if the unit dies?

Edit: Found a few mistakes in trigger

When you create the second footman, it will be with 100% of his hps....also you need it to have the same unspent skill ponts, mana, level of abilities, items, etc -.-
 

Foresector

Member
Reaction score
16
Oh right, in that case

Code:
Melee Initialization
    Events
        Unit - A unit Is attacked
    Conditions
        (Unit-type of (Triggering unit)) Equal to Footman
        (Life of (Triggering unit)) Less than or equal to ((Max life of (Triggering unit)) x 0.35)
    Actions
    Unit - Add Robo Goblin to (Triggering unit)
    Unit - Order (Triggering unit) to Neutral Tinker - Activate Robo Goblin
    Wait 1.00 seconds
    Unit - Remove Robo Goblin from (Triggering unit)        
    Wait until ((Life of (Triggering unit)) Greater than or equal to ((Max life of (Last created unit)) x 0.35)), checking every 1.00 seconds
    Unit - Add Robo Goblin to (Triggering unit)
    Unit - Order (Triggering unit) to Neutral Tinker - Deactivate Robo Goblin
    Wait 1.00 seconds
    Unit - Remove Robo Goblin From (Triggering unit)

Also when you go nito ability editor you can make it so that the icon doesn't show up so nobody has to see a random icon appear and be pressed :p
 

nandosman

New Member
Reaction score
4
Also when you go nito ability editor you can make it so that the icon doesn't show up so nobody has to see a random icon appear and be pressed :p

how???? :eek: and now i have a new problem, when the unit returns to its normal form, it plays the unit death animation, dont know how to fix that xD
 

Foresector

Member
Reaction score
16
Oh sorry, it might only be for channel...

You might not be able to make the icon inivisible for Robo Goblin, I'm not sure..


For the animation problem
Animation - Reset (Triggering unit)'s animation
 
S

snipe108

Guest
no no no u got it all wrong instead of remove unit use replace unit with your unit
 
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