There is no launch and impact on the actor fields, only at the Launch Missile Effect, but these can only be filled with Effect types, you can't put sounds in this field.
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?
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 \=
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.
Thats what I tried before
But the problem with it is that in this case, it doesn't consider that the caster unit damaged the target unit.
So, if the enemy dies, the killing player/unit gains no credit.
Unless I check unit life every time before I do the life change, and if it is lesser than the damage that will be dealt, the unit will die and credit will go to the owner of casting unit. It works, but... I believe there should be an easier way to do it, like in WC3 editor (Unit damage unit) action.
i'm having trouble to figure out a condition to check if an unit is still channeling that abilitty.
I created a channeling ability that lasts for 10 seconds, and its working, no problem with it. But I need a trigger to execure once a second only if the unit is channeling that ability.
Triggering Ability Stage, which was supposed to do what I want, for some reason does not work.
Any ideas?
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Sounds like a stupid question, but, how do I make a passive ability?
I try to make a Behavior Type ability, but it never gives the behavior ability to the unit.
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There is no launch and impact on the actor fields, only at the Launch Missile Effect, but these can only be filled with Effect types, you can't put sounds in this field.
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I've been looking everywhere (unit, actor, effects, etc.) but I can't find where to edit the sound of a weapon. Anyone know?
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@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
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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"
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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?
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@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?
0
@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 \=
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@ezbeats: Go
That's a lot of work to do, but I believe it works the way I want Ty :)
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@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?
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Anyone know how to do it?
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@Elemeno: Go
It doesn't work the way I want because the damage is variable based on unit attribute. (Think Spell Power in WoW)
@ProxyTooMuch: Go
This is exactly what I want, thank you much :D
But I still think blizz should just put back the Order Unit to Damage Unit action in trigger.
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@Moooyaah: Go
Thats what I tried before But the problem with it is that in this case, it doesn't consider that the caster unit damaged the target unit. So, if the enemy dies, the killing player/unit gains no credit.
Unless I check unit life every time before I do the life change, and if it is lesser than the damage that will be dealt, the unit will die and credit will go to the owner of casting unit. It works, but... I believe there should be an easier way to do it, like in WC3 editor (Unit damage unit) action.
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How can I do it? Like when a spell X is cast, the triggering unit will deal Y damage to the target of the ability (in a trigger)
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@RileyStarcraft: Go
Errr... this fucking editor is really lacking a lot of things But i'll try that, thank you
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i'm having trouble to figure out a condition to check if an unit is still channeling that abilitty. I created a channeling ability that lasts for 10 seconds, and its working, no problem with it. But I need a trigger to execure once a second only if the unit is channeling that ability. Triggering Ability Stage, which was supposed to do what I want, for some reason does not work. Any ideas?
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what is the best way to create an ability with multiple levels? (Like in warcraft3)