Tree triggers help

duderock101

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I have created a new race - Wood elves. Now their racial ability is to 1. hide when not moving near trees and the second is to gain a +5% damage boost when attacking near trees. How would i do this?
 

WolfieeifloW

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Check if the unit is within X range of Destructible type <TreeType>, then get a dummy to cast a spell which gives a 5% damage boost.
 

duderock101

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humm i suppose i could have that work if the ability is a cast, i was hoping for a passive one though... also how will i get the buff to dissapear if the unit moves???
 

WolfieeifloW

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:confused: ?
That would be.
If he comes within range of a tree, and has the passive ability, then the dummy casts the spell on him with an unlimited duration.
If he comes within range of a tree, and doesn't have the passive, the dummy doesn't do anything.
The spell wears off when he leaves the area around the tree.

You could also maybe make the trees units with invulnerability and such and just give them a small AoE damage boost aura :) ?
 

duderock101

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do remember, just like shdaowmeld, the trigger must allow any number of units to be using it at the same time.

I really need to see a trigger or could you explain it in more detail, i don't get add dummy unit, look for x type of des. If it's anyhelp ive put a 30 second hiding timer so they cant hide for ever, also remember that i need the unit to break hiding if they move or cast or attack.
 

WolfieeifloW

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I don't know about the invis thing, I was helping with the damage boost.

Try something with Inivisibility though when they get near trees.
 

duderock101

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ive been trying many ways to get it to work only when near a tree.

Code:
Hide
    Events
        Unit - A unit owned by Player 1 (Red) Starts the effect of an ability
    Conditions
        (Ability being cast) Equal to (==) Hide 
    Actions
        Set Point = (Position of (Casting unit))
        Wait 0.15 seconds
        Unit - Create 1 Dummy for Neutral Passive at Point facing Default building facing (270.0) degrees
        Unit - Add a 3.00 second Generic expiration timer to (Last created unit)
        Unit - Order (Last created unit) to Human Sorceress - Invisibility (Casting unit)

thats what i got so far... I tried setting the abilities targets allowed to determine if the target is a tree but when i set the targets allowed to Tree and tsted it it wouldn't allow me to target a tree... these is so f*cked up as their arn't many des triggers...
 

WolfieeifloW

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Like I said, make the trees units then do something like:
Code:
Unit - A unit comes within 50.00 of <TreeUnit>
This is just a guess of what I would try to do...

Look up Rooftrellen's Nature's Guise in DotA.
 

duderock101

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but that would make the unit invisible even if they don't want to, this spell has a cooldown so using it at the right moment is the best...
 

darkbeer

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use a timer ....

Code:
Events - Time every 0.5 sec
Actions - 
- set TempGroup = Units of Type XY //whatever units you want here, could bed declared in another trigger as well
- Unit group - pick all units in TempGroup
   - set TempLoc = Position of picked unit
   - Destructible - Pick every destructible within 256.00 of TempLoc and do (Actions)
        -- if picked destructible is alive set TempBoolean = true // if there are no destructibles this wont happen
   - if TempBoolean = true then
        -- CreateDummy, add ability, order it to cast on picked unit //guess you know what i mean, check the current order of the unit to see if its not equal to stop/hold
   - Custom script: call RemoveLocation(udg_TempLoc)
- Custom script: call DestroyGroup(udg-TempGroup)

best is if you add the affected units to a second group and check if they are still near some trees in the same trigger and if not remove the buffs.
 

duderock101

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found a simpler way but thx to that great effort so +rep to you... only... now the last thing i need to find out, how do i cut out invisibilty when the unit moves/attacks/ cast a spell, i tried inv with 0.00 duration but that never stopped, should i set duration to 9999999 or something?
EDIT - Just found that invisibilty only dissapears if the unit attacks or casts, i need it to dissapear if it moves as well... any suggestions?
 

darkbeer

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0 means forever in most cases for buffs

you can try a trigger like this:

Code:
Events - Unit is issued an order with point target
Conditions - Issued Order equal to move/smart/attack - move .... 
           - Unit has buff invis
Actions - Remove buff invis from triggering unit
 

duderock101

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i still can't get it to work, the tree bit isn't working. I need help finding out if theres a tree 200 yards from the caster.
 
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