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    posted a message on Night elf hide ability from wc3

    For my game I need the night elf hide ability, which did: after about 3 seconds of inactivity at night (the night part I don't want) the unit becomes invisible and looses its auto attack feature, the ability would be canceled if the unit performed any action. I tried building it, and naturally started with the cloak ability and went from there, but the delay, no moving requirement and loosing the auto attack I am not sure how to do.

    Posted in: Data
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    posted a message on firebat beam help

    Ok I got it to work by duplicating and adjusting, but, the animation turns on a little to late and it still doesn't have that constant fire effect I was looking for. any tips on how to fix this?

    Posted in: Data
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    posted a message on Adding item abilities to unit command card

    Theres a max of 6 abilities at once, but more likely a max of 5, I can do it 1 of two ways, 1. put abilities of similar type on the same button and only allow 1 at a time (like blink and dash). Or put any ability in any slot, which is simpler but depending on the complexity trade off may not be worth it. Either method is fine, I do see what your saying by naming everything the same thing, would this create problems with auras/buffs?

    Posted in: Triggers
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    posted a message on Adding item abilities to unit command card

    I plan on learning the data editor, I just want to finish game mechanics first. again this requirements rout seems unnecessary to me because I could easily do "If triggering item is (blink boots) and triggering item is in slot 1-5 then do actions", I agree the requirements is a lot cleaner because of the show and use thing, but i'm still looking for something that will take care of every item in one swoop instead of making me do multiple things for each item, in example if it worked I would, " add ability of triggering inventory item to triggering unit" like I stated in the first post, I will probably do the requirements rout as a backup method but it seems very tedious.

    Posted in: Triggers
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    posted a message on firebat beam help

    So, i'm very new to the data editor, I successfully made a beam weapon with this tutorial, basicly, I copied it step for step, the problem with it is, I want the firebat attack animation that: 1. is a continuous fire and 2. does not have a death animation. I tried swapping death with stand and birth but I am a complete noob and it didn't work. So how do I get my weapon to be continuous without making it do ridiculous amounts of damage? also, how do I get the firebat beam to not error out?

    Posted in: Data
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    posted a message on Adding item abilities to unit command card

    I really don't understand the data editor well, still can not figure out how to make a working weapon (which will be important), so I would like to stick to triggers if I can because they are so much simpler.

    Posted in: Triggers
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    posted a message on Adding item abilities to unit command card

    @arubaru304: Go

    Well I have absolutely no knowledge for requirements, but it doesn't appear to be very flexible, meaning I would have to make a requirement for each item/ability, which I could do with triggers (and I understand triggers a lot more). Is my first glance correct?

    Posted in: Triggers
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    posted a message on Adding item abilities to unit command card

    yes to both, if I show the ability regularly I can use it normally, so its probably as you say and I will need to try to find a different function. I could accomplish this goal with a extensive if then else, but I really don't like doing that because its messy and requires constant upkeep if I would like to add another item Edit: I think this can be accomplished with catalog, but, I don't have the slightest idea how or even how to use the catalog.

    Posted in: Triggers
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    posted a message on Adding item abilities to unit command card

    Event: Unit - Any Unit Picks Up Any Item

    Action: Unit - Show the ((Triggering inventory item) ability 1 ability for Marine [117.66, 103.09]

    The unit has the ability and it is hidden but it doesn't show when the item is picked up, am I using an incorrect function?

    Posted in: Triggers
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    posted a message on simple add unit not working

    found the problem, another trigger basicly says, any unit picks up item, action - destroy item, how dumb of me.

    Posted in: Triggers
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    posted a message on simple add unit not working

    try creating it in the inventory of a unit besides triggering unit, I cannot get it to work without triggering unit

    Posted in: Triggers
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    posted a message on simple add unit not working

    so, Event - Any player types "ppp" matching exactly

    Action - Unit - Create one Blink Boots item in the inventory of Invisibleunit Copy [117.56, 102.05]

    What exactly is wrong with that? the unit has an inventory with 15 slots, that holds all item classes.

    Posted in: Triggers
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    posted a message on Getting units abilities from a string

    I just want to pick all units, thats it, problem is, the constant disappears for the pick each unit function

    Posted in: Triggers
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    posted a message on Getting units abilities from a string

    The problem is that I don't have that function, I have all except that... quick question, maybe im missing the obvious, but where is "all units" or "all units in region" for pick each unit?

    Posted in: Triggers
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    posted a message on Getting units abilities from a string

    So, When a unit picks up an item, the items name is stored in a string and saved for later, with this I can pull tooltips, images, the item name ect. with a library. But I cannot figure out how to pull ability information, there's a get unit from string function but it doesn't play well with show/hide abilities. My last resort would be to create an invisible unit that stores these items for use but I don't want to use it if I don't have to, any ideas?

    Posted in: Triggers
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