Ward Ability Problems

captainrads

New Member
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14
Ok, so I'm trying to make wards with autocast abilities (frost armor, spell steal, etc) but the abilities are not showing up or working when the ward is dropped. The wards are based off of healing wards and the abilities are made in the same way(ability to drop, then the unit ability). If anybody can help me it would be greatly appreciated.
 

simonake

New Member
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72
In the object editor, you should have at the top of abilitys, Active abilitys
Can only have one but this should make you ward able to auto cast
To have other ability, make other ward at position of the one visible and hide them.
 

simonake

New Member
Reaction score
72
It probally because a ward is not a unit. Change Stats - Unit class for somthing else and tell me if its working.
 

Naga'sShadow

Ultra Cool Member
Reaction score
49
The ward classification takes away the unit controls. So wards won't cast spells. If the ward is only casting one spell you can get around this by setting up a trigger that either periodically selects a targetable unit in range and casts the spell or whenever a unit got to close casting the spell.

I did the same thing once for a ward that would steal the vision of any enemy unit that wandered in range.
 

captainrads

New Member
Reaction score
14
Hmm...sounds like I can't use an auto-cast ability with a ward. Is there another classification similar to ward that I could use? I've got spell-breakers and I'd still like spell steal to work on them, so changing the classification to "unit" would prevent that.
 

simonake

New Member
Reaction score
72
You could work with triggers.

0.02 seconds of game time

pick every units in 1000 range of Ward
If picked unit equal to ally of owner of ward
Order to ward to frst armor picked unit.
 

Lumograph090

New Member
Reaction score
22
You could work with triggers.

0.02 seconds of game time

pick every units in 1000 range of Ward
If picked unit equal to ally of owner of ward
Order to ward to frst armor picked unit.

IE. Something like this...

Trigger:
  • Ward Summon
    • Events
      • Unit - A unit Spawns a summoned unit
    • Conditions
      • (Unit-type of (Summoned unit)) Equal to (==) Ward
    • Actions
      • Set Ward = (Unit-type of (Summoned unit))
      • Trigger - Turn on Ward <gen> (checking conditions)


Then...

Trigger:
  • Ward
    • Events
      • Time - Every 0.05 seconds of game time
    • Conditions
    • Actions
      • Set MyUnitGroup = (Units within 600.00 of (Position of (Summoned unit)) matching (((Picked unit) belongs to an enemy of (Owner of (Summoned unit))) Equal to (==) True))
      • Unit Group - Pick every unit in MyUnitGroup and do (Actions)
        • Loop - Actions
          • Unit Group - Pick every unit in MyUnitGroup and do (Unit - Order (Summoned unit) to Orc Shaman - Purge (Picked unit))
      • Custom script: call DestroyGroup(udg_MyUnitGroup)
 
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