Through triggers you could Show/Hide the unit, then create the unit for your polymorph. Then after the duration of the polymorph kill the spawned unit and show the hidden unit. You may want to put a stun behavior on the hidden unit too. That may work. It is a messy way of doing it though.
make a buff called 'polymorph' that disabled unit control / ability control etc... (so they could command there unit during the effect. it should be under the modifications+ field i believe)
for the actors to make it look like you want, WHAT I WOULD DO, would make an event on each unit that this could possibly be affecting (could be a lot for your map, could just be a few, but for every unit type it could affect under their actor events+ field) make;
"behavior->polymorphcustombuffname->on->destroy"
"behavior->polymorphcustombuffname->off->create"
this will seemingly hide the units visual actor every time the unit is buffed or polymorphed.
then make a new actor of a unit type and make it model whatever you want ( a sheep, frog, etc...) and under the events + field;
"behavior->polymorphcustombuffname->on->create"
"behavior->polymorphcustombuffname->off->destroy"
this will create the polymorph model when it is buffed and destroy it when the buff wears off
this will seemingly hide the original model and replace it with whatever you wanted to use as a polymorph. then the matter of adding a wander behavior during the polymorph duration to make them move around like an idiot as well to complete the effect. this is what i would do. you could also add a health regen to the polymorphcustomnamebuff like from WoW if thats what you were after.
Ty but, a hidden unit cannot be selected.
And like in WoW polymorph, I want the spell to break if the target unit takes damage, so the unit really must be selectable while in polymorph.
well its not a lot of work, its actually really quick and easy. and its the bst way IMO. my way you wont be hiding etc... units. so if you wanted the unit to break the polymorph on dmg etc... anything that affected the polymorph unit would be more dynamically handled. but if youre not comfortable with actor events, i understand. but it is a THOUSAND times better than hiding units etc... imo.
edit; i think youre a core triggereer and im more attuned to data stuff as its faster and cleaner IMO. but in the end weve both got a sheep wandering around like an idiot, right? RIGHT?! :)
haha yea, i'm much more comfortable with trigger editor. There is just a lot of new concepts you need to learn to master the data editor.
And I said it's a lot of work because there is like 50 or more different units in my map that can be affected by polymorph, so, i'll have to change the Actor Events in all of them \=
Lol, I spent a lot of time doing it the trigger way, everything is working fine
Hide unit / create polymorph unit, select this newly created unit if the player was selecting the polymorph target / wander / and breaking on damage and transfering the damage taken by the polymorph unit to the target of the polymorph spell.
But then I figured out that all references to that old unit is lost T_T
Like, if someone was casting a channeling spell at a unit, and then you polymorph that same unit, the channeling spell will break because the true target unit is now Hidden.
Guess I'll have to do it by the data editor way eh... :\
Btw, is there a way to transfer all abilities/variables referencing from a unit to another?
Anyone know how to do it?
Through triggers you could Show/Hide the unit, then create the unit for your polymorph. Then after the duration of the polymorph kill the spawned unit and show the hidden unit. You may want to put a stun behavior on the hidden unit too. That may work. It is a messy way of doing it though.
i wouldnt do it this way.
i would;
make a buff called 'polymorph' that disabled unit control / ability control etc... (so they could command there unit during the effect. it should be under the modifications+ field i believe)
for the actors to make it look like you want, WHAT I WOULD DO, would make an event on each unit that this could possibly be affecting (could be a lot for your map, could just be a few, but for every unit type it could affect under their actor events+ field) make;
"behavior->polymorphcustombuffname->on->destroy"
"behavior->polymorphcustombuffname->off->create"
this will seemingly hide the units visual actor every time the unit is buffed or polymorphed.
then make a new actor of a unit type and make it model whatever you want ( a sheep, frog, etc...) and under the events + field;
"behavior->polymorphcustombuffname->on->create"
"behavior->polymorphcustombuffname->off->destroy"
this will create the polymorph model when it is buffed and destroy it when the buff wears off
this will seemingly hide the original model and replace it with whatever you wanted to use as a polymorph. then the matter of adding a wander behavior during the polymorph duration to make them move around like an idiot as well to complete the effect. this is what i would do. you could also add a health regen to the polymorphcustomnamebuff like from WoW if thats what you were after.
@Isthereanopenname: Go
Ty but, a hidden unit cannot be selected. And like in WoW polymorph, I want the spell to break if the target unit takes damage, so the unit really must be selectable while in polymorph.
Is there a way to just change the unit's actor?
@ezbeats: Go
That's a lot of work to do, but I believe it works the way I want Ty :)
@Aztron: Go
You could make it so that When the spawned unit takes damage -Kill Unit -Remove the Stun Behavior from hidden unit -Show The hidden Unit
well its not a lot of work, its actually really quick and easy. and its the bst way IMO. my way you wont be hiding etc... units. so if you wanted the unit to break the polymorph on dmg etc... anything that affected the polymorph unit would be more dynamically handled. but if youre not comfortable with actor events, i understand. but it is a THOUSAND times better than hiding units etc... imo.
edit; i think youre a core triggereer and im more attuned to data stuff as its faster and cleaner IMO. but in the end weve both got a sheep wandering around like an idiot, right? RIGHT?! :)
@ezbeats: Go
haha yea, i'm much more comfortable with trigger editor. There is just a lot of new concepts you need to learn to master the data editor. And I said it's a lot of work because there is like 50 or more different units in my map that can be affected by polymorph, so, i'll have to change the Actor Events in all of them \=
@Aztron: Go
Lol, I spent a lot of time doing it the trigger way, everything is working fine Hide unit / create polymorph unit, select this newly created unit if the player was selecting the polymorph target / wander / and breaking on damage and transfering the damage taken by the polymorph unit to the target of the polymorph spell.
But then I figured out that all references to that old unit is lost T_T Like, if someone was casting a channeling spell at a unit, and then you polymorph that same unit, the channeling spell will break because the true target unit is now Hidden.
Guess I'll have to do it by the data editor way eh... :\ Btw, is there a way to transfer all abilities/variables referencing from a unit to another?
@ezbeats: Go
Hey bro, i' didn't understand really well about the 2nd part. Like:
"behavior->polymorphcustombuffname->on->destroy"
"behavior->polymorphcustombuffname->off->create"
Thi part is ok... but
_______________
then make a new actor of a unit type and make it model whatever you want ( a sheep, frog, etc...) and under the events + field;
"behavior->polymorphcustombuffname->on->create"
"behavior->polymorphcustombuffname->off->destroy"
_______________
What link does it have with the polymorphed unit?
I mean, if I put this on the new "polymorph unit actor", wont it just create if the polymorph unit receives the buff?