Zombie Power

A

aKiel2k

Guest
Too many replies but I don't know what is the right one to choose.
 
A

aKiel2k

Guest
Thats right Ill open WE to see it.
_______________________________________________________________

Well it really bugs up!

This surely works:

Code:
Zombies
    Events
        Unit - A unit Is attacked
    Conditions
        (Unit-type of (Attacking unit)) Equal to Zombie
    Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            If - Conditions
                (Custom value of (Attacked unit)) Equal to 0
            Then - Actions
                Unit - Set the custom value of (Attacked unit) to 1
                Wait 10.00 seconds
                Unit - Create 1 Zombie for (Owner of (Attacking unit)) at (Position of (Attacked unit)) facing Default building facing degrees
                Unit - Remove (Attacked unit) from the game
            Else - Actions


aKiel2k how would you like the units to be cured? With item or with a spell?

with item
 
B

benj_war3

Guest
How about the dark arrow technique? It makes the dying unit with the effect of dark arrow turn into a skeleton minion. :banghead:
 

wewso

New Member
Reaction score
11
Code:
Cure
    Events
        Unit - A unit Uses an item
    Conditions
        (Item-type of (Item being manipulated)) Equal to Holy Water
    Actions
        Unit - Set the custom value of (Triggering unit) to 0

and the new version of the other trigger:

Code:
Turn Into Zombie
    Events
        Unit - A unit Is attacked
    Conditions
        (Unit-type of (Attacking unit)) Equal to Zombie
    Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            If - Conditions
                (Custom value of (Attacked unit)) Equal to 0
            Then - Actions
                Unit - Set the custom value of (Attacked unit) to 1
                Special Effect - Create a special effect attached to the foot of (Triggering unit) using Abilities\Spells\Undead\RaiseSkeletonWarrior\RaiseSkeleton.mdl
                Wait 10.00 seconds
                If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                    If - Conditions
                        (Custom value of (Attacked unit)) Equal to 1
                    Then - Actions
                        Unit - Replace (Attacked unit) with a Zombie using The old unit's relative life and mana
                        Unit - Change ownership of (Last replaced unit) to (Owner of (Attacking unit)) and Change color
                    Else - Actions
            Else - Actions


But the problem is that if the unit gets hit within that 10 seconds even if it was cured before - it will becoma a zombie. So once you cure yourself be sure to run away from the zombies for at at least 10 seconds.
 
A

aKiel2k

Guest
Wewso could i change the time to 40secs.? and the zombie bite must not effect on organic units like zepplin or seige stream tank.
 

joaoac

Active Member
Reaction score
11
Why not create a simple BUFF on Object Editor, named "Zombie Effect". Also create for your zombies an ability based on enevenomed spears (Orc Wind Rider) or the NE Dryad's poisonous attack.

Then create a trigger that every time "Zombie Effect" ends, that triggering aflicted creature is replaced by a zombie.

Dont need anymore.

The cure?
Simply create an item named "Cure for Zombieness".

The complication is that you probably have too many different units and you ll have to save data unit when afflicted, for the cure. This is really boring.

Then trigger that any unit that uses that item, is replaced by the unit on data.

This will probably create leaks or lags in face of the amount of data.

Resuming: Turn an unit into a zombie is too easy. Return that unit back to his previous state is the damn hard work.

If the map was in a campaign of mine, i will make that any units after the cure was turned back to civilians, using the townsfolk models. Much more simple, cos you wont need to store data of previous type of unit.
And by the way its weird to make a zombie get the form of a rifleman or footman again only by using a potion of cure.
You can also make your civilains go back to barracks and trigger them to make army units back.

=P
 

Flare

Stops copies me!
Reaction score
662
How about the dark arrow technique? It makes the dying unit with the effect of dark arrow turn into a skeleton minion. :banghead:

Simple suggestion, and it's a perfect solution. Just add an altered Black Arrow ability to the zombies (which creates your zombie unit when afflicted unit dies) in Object Editor under Default Active Ability. Why does every

For your anti-virus, just remove the Black Arrow buff (with Unit - Remove Buff) from the target unit.

Or (as someone already suggested), use Parasite. And remove the Parasite buff when the antivirus is used.
 

joaoac

Active Member
Reaction score
11
I agree with the black arrow.
But it summons a skeleton AFTER the death of afflicted unit.

I thought he wanted an ability like werewolves attack (only damage and a full moon is necessary for turning into a wolf).
Look at his thread:
".... Skill like when zombie bite someone will be affected by a virus "
In this case, black arrow dont applies.

How is this parasite effect? Dont remember it.
 

wewso

New Member
Reaction score
11
Wewso could i change the time to 40secs.? and the zombie bite must not effect on organic units like zepplin or seige stream tank.

Well you jusst have to edit this line:
Code:
Wait 10.00 seconds
To read:
Code:
Wait 40.00 seconds
 

joaoac

Active Member
Reaction score
11
Dude, Wilson's map worked good on converting people to zombie.
It's simple and bug-free.

I only did minor modifications:

Added buff (extremly needed).
Code:
Turn Into Zombie
    Events
        Unit - A unit Is attacked
    Conditions
        (Unit-type of (Attacking unit)) Equal to Zombie
    Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            If - Conditions
                (Custom value of (Attacked unit)) Equal to 0
            Then - Actions
                [B]Special Effect - Create a special effect attached to the overhead of (Triggering unit) using Abilities\Spells\Undead\Curse\CurseTarget.mdl[/B]
                Unit - Set the custom value of (Attacked unit) to 1
                Wait 5.00 seconds
                Unit - Replace (Attacked unit) with a Zombie using The old unit's relative life and mana
                Unit - Change ownership of (Last replaced unit) to (Owner of (Attacking unit)) and Change color
            Else - Actions
I thought curse would be a good choice.
Reduced the combat attack range of zombies to 50.
Reduced zombies' speed (190 is pretty good. Never saw a zombie running)
 

joaoac

Active Member
Reaction score
11
Wewso could i change the time to 40secs.? and the zombie bite must not effect on organic units like zepplin or seige stream tank.
Only change the wait time to the time you want. I changed to 20.00. See below.
Those units you pointed are mechanical, not organic.
I changed the condition to an AND condition on Wilson's trigger to add the non-mechanical stop-trigger. Look:
Code:
Turn Into Zombie
    Events
        Unit - A unit Is attacked
    Conditions
        ((Unit-type of (Attacking unit)) Equal to Zombie) [B]and[/B] (((Triggering unit) is [B]Mechanical[/B]) [B]Not equal[/B] to True)

    Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            If - Conditions
                (Custom value of (Attacked unit)) Equal to 0
            Then - Actions
                Special Effect - Create a special effect attached to the overhead of (Triggering unit) using Abilities\Spells\Undead\Curse\CurseTarget.mdl
                Unit - Set the custom value of (Attacked unit) to 1
                Wait [B]20.00[/B] seconds
                Unit - Replace (Attacked unit) with a Zombie using The old unit's relative life and mana
                Unit - Change ownership of (Last replaced unit) to (Owner of (Attacking unit)) and Change color
            Else - Actions
 

wewso

New Member
Reaction score
11
joaoac you should seriosly consider asking other people before using their triggers. In this case it doesnt matter because the trigger is too simple but I dont want other people to take creddit for what I did.

Anyway. The trigger you gave doesnt work if he wants to have the units cured.
 

joaoac

Active Member
Reaction score
11
I didn't take any credits. I mentioned your map
Sorry for call you Wilson. It was only a joke.

I told that I worked on yor map. That one you posted here in this thread, remember?

Im working on a cure and the map im working is yours. One of the first things I did, was advising in the trigger, thats your trigger and linked to this thread.
The author of the map continues being you.

Just take a look.

EDIT: The cure is working on. A thoug mode for sure, (I'm new to map making) but it worked replacing the hero only.
It's not a trigger "I gave". It's your trigger with few modifications. All coded here to be in bold form, just to not confuse anybody. By the way, pardon for use your code without permission. I thougt that anytime someone upload a map to test from others, his owner let anybody to do what it wants with the map. Credited, obviously. Forgive me for any boring.

EDIT2: New map.
 

Attachments

  • Zombie Power.003.w3x
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wewso

New Member
Reaction score
11
As I said it doesnt matter because the trigger is really simple and you could have written the same thing. Our consern is only to help the guy. And about the cure: I have already done it and it works >>>

The base trigger:

Code:
Turn Into Zombie
    Events
        Unit - A unit Is attacked
    Conditions
        And - All (Conditions) are true
            Conditions
                (Unit-type of (Attacking unit)) Equal to Zombie
                ((Attacked unit) is Mechanical) Equal to False
    Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            If - Conditions
                (Custom value of (Attacked unit)) Equal to 0
            Then - Actions
                Wait 40.00 seconds
                If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                    If - Conditions
                        (Custom value of (Attacked unit)) Equal to 1
                    Then - Actions
                        Unit - Replace (Attacked unit) with a Zombie using The old unit's relative life and mana
                        Unit - Change ownership of (Last replaced unit) to (Owner of (Attacking unit)) and Change color
                    Else - Actions
            Else - Actions


The cure:

Code:
Cure
    Events
        Unit - A unit Uses an item
    Conditions
        (Item-type of (Item being manipulated)) Equal to Holy Water
    Actions
        Unit - Set the custom value of (Triggering unit) to 0


EDIT: I took a look at your map and your cure. The problem is that he wants to use the cure on heroes and we shouldnt be replacing them.
 

joaoac

Active Member
Reaction score
11
By turning the custom value to 1 and turning an unit untouchable by the zombie's power you are meaning an antidote or vaccine.

This works fine if he wants the people to not become zombies when atacked by them.
But i thought he wanted to turn the unit back to what it was before becoming a zombie.

I think that if many units become zombie and have his data saved to some trigger, the map will lag.

I created an item and trigger that removes the curse if you reach the infected unit before it becomes a zombie. Its on a new version of the map (attached on the post above).

I m now working on a way to turn human units back to a male peasant, sorceress to female and knights to a male figure and a simple horse.
Also creating a building called "hospital" that can heal nearby units with the same trigger/ability of the item.

EDIT: The item "The Cure" works on Heroes. But the trigger still needs more work to not replace the hero.

EDIT2: If we make a copy of the trigger exclusively for heroes? Then, using the cure, it stops that trigger. Are there some way to stop a trigger when its not finished yet? What about queues?
 

Romek

Super Moderator
Reaction score
964
It'd be so much easier to do the kill with JASS.
Just convert the trigger, and add locals to it.

For the 'cure' you could trigger it to remove the buff. Or, if you're using custom values, set it back to 0.

This really isn't difficult, I don't understand why there are so many posts here. And the problem still isn't solved...

or you could even use a unit group. When its infected, add the unit to the unit group. Then you could add special effects or stuff to units that are in the unit group.
 

joaoac

Active Member
Reaction score
11
For the 'cure' you could trigger it to remove the buff. Or, if you're using custom values, set it back to 0.
By cure you mean:
1- no more turn into a zombie if attacked again?
2- remove buff if taken some kind of potion before the time runs out?
3- get back to normal life as hero after turned into a zombie?

I think wewso's Item trigger and what you are talking about complain question 2 and enforces question 1.
But i thought the effect needed was to turn the unit back to Human form after being infected (question 3).
 

Ghoulord

New Member
Reaction score
2
EDIT: I took a look at your map and your cure. The problem is that he wants to use the cure on heroes and we shouldnt be replacing them.

i had a similar problem, except that i wanted a unit to change into one form, and then back again after a set period of time.
why not have piece of code like this with a variable to store the affected
unit? obviously, change the name of the variable to what ever you want. Credit to s3rius for this, as the idea of using variables for my problem came from him. this is just modded code to the purpose. don't know if it works or not though, so it might need a bit more modding.

Code:
 Turn Into Zombie
    Events
        Unit - A unit Is attacked
    Conditions
        And - All (Conditions) are true
            Conditions
                (Unit-type of (Attacking unit)) Equal to Zombie
                ((Attacked unit) is Mechanical) Equal to False
    Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            If - Conditions
               ((Owner of (Attacked unit)) is in Humans) Equal to True
            Actions
               Set UnitCasterType = (Unit-type of (Triggering unit))
               Set MyUnit = (Unit-type of (Attacking Unit))
               Wait 10.00 game-time seconds
               Unit - Replace (Triggering unit) with a (Unit-type of MyUnit) using The old unit's relative life and mana

and heres the modified cure:

Code:
Cure
    Events
        Unit - A unit Uses an item
    Conditions
        (Item-type of (Item being manipulated)) Equal to Holy Water
    Actions
        Unit - Replace (Triggering unit) with a (Unit-type of UnitCasterType) using The old unit's relative life and mana
 
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