i was wondering if you could have a hallucinated unit, be alive after the energy duration, or can you stop it?
just wondering. holla back if you can answer.
*Not sure....dont think you can stop it though...so i doubt you can

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I don't think it's possible in the slightest, because technically speaking, Hallucinations don't work for Triggers meaning you can't use a location to re-spawn it when it dies. So I would say that is an indefenite no.
can you do sometihng like center the location on the hallucination and then when the hallucination dies recreate it with the property hllaucination?
QUOTE(Medieval_Massacre @ Jun 8 2005, 01:33 AM)
can you do sometihng like center the location on the hallucination and then when the hallucination dies recreate it with the property hllaucination?
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I just tried that. You can't set a condition to when a Hallucination dies.
What about this?
Player x controls 0 units at location x
Have you tried that?
QUOTE(Slayer_dt_ @ Jun 8 2005, 07:38 AM)
What about this?
Player x controls 0 units at location x
Have you tried that?
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I haven't tried it, but I didn't ask the original question. You try it (I'm too lazy: I've contributed enough to this topic already).
You can't modify the 'energy' of a hallucination.
You can create a hallucination with 'create unit with properties'.
Most of the time when there is a hallucination, there is also a 'real' unit around, so it may be hard (if possible at all) to center a location on the hallucination.
but you could look after how many seconds it dies, then remove it just before it dies, then create a new one. Should be basically the same.
Ya, but that depends on what kind of game your making, example Bound you would have to reclick on the unit when it respawn . But any other UMS map it would be ok.
Plus if the real unit was created before the hallucination was, the center location would mainly stay on the hallucination.
well bounding with hallu's, is that possible? Since hallu's aren't affected by triggers...
Ya its possible, some triggers work on hallucination, do you even play bound!
Like create the unit with properties
Then kill all units at location for all player.
There tons of bound that the expsions are hallucination dying
Actions affect hallucinated units. Conditions cannnot detect hallucinated units.
Which is annoying because if you can center location on a hallucinated unit but after you do, it's not detected as being there. It is also helpful because a trigger that kills all hallucinated units and not the real ones.
QUOTE(LegacyWeapon)
It is also helpful because a trigger that kills all hallucinated units and not the real ones.
Wotsatmean?
QUOTE(TouchPadMaster)
Plus if the real unit was created before the hallucination was, the center location would mainly stay on the hallucination.
That's not true. The location would center on whichever unit was leftmost, whether hallucinated or not. If the real unit was most to the left, then the location would center on the real unit and not the hallucination.
Have u guys tried disabling/enabling doodad state for the halu? c what happens then and get back to us the results.
Why don't you test it yourself, and tell us the results?
yeah try that. Legacy knows all.
I'm pretty sure you can't because lets say you have a hallucinated firebat (which is what i tried) And you say disable doodad state for firebat (becuse it has to be a specific unit) it doesnt work

Why can't you just modify energy for the unit to 100%?
Hallucinations are like energy, but they only have a limit of 120 energy to use up... not 200 or 250, so blizzard actually didn't make it as energy type.
Well, I tried ot enable and dsiable and toggle doodad states, tried changin the hallu to a sprite and... 90% of the time it crashed

the other 10% it just faded away..

Oh I used Dark archon, all terran ground units, and a zerg ultra