Anyone know why a dummy isn't casting custom Thunder Clap when it's hidden?

Discussion in 'World Editor Help' started by RedOrb, Apr 9, 2012.

  1. RedOrb You can change this now in User CP.

    It works when it's not hidden. Perhaps it is casting it, I just can't see the effect, but if so, is there a solution to this?
  2. Molehole New Member

    Could you describe the problem more carefully and input printscreen of your trigger?

    So the Dummy does all the animations and damage/effects you wanted when its completely visible? Turn it to visible and take locust away to see what is the error if it doesn't (for example I did the dummy spell and forgot the mana amount :p). It works now? Then put locust back. Does it still work? Then change the model to none.mdl and it should work. Sorry can't help you better :/
    1 people like this.
  3. polo2005 Wana start playing LoL?

    unhide it remove the model, set selection scale to -1 add locust invurible and tnuder clap, see if it works better.
    1 people like this.
  4. RedOrb You can change this now in User CP.

    Thankyou Polo ;] I couldn't remove the model completely, but I did think to just set him to transparent, and remove him when his timer runs out to avoid the blood. Cheers! I don't bother with locust for dummy units.
  5. KaerfNomekop Swim, fishies. Swim through the veil of steel.

    You should - they make graphics awful with health bars and selection becomes difficult. Also makes you look lazy, which isn't a good impression for a map.
  6. Solu9 You can change this now in User CP.

    Under "Art - Model" you can just use a custom path ".mdl" and the unit shows no model. Remember to remove "Art - Shadow" as well.
  7. RedOrb You can change this now in User CP.

    Ah yes, I suppose. Most of the time I just hide the dummy though, and that doesn't show health bars either.
  8. Inflicted lolz wut :o

    Setting model file to an invalid path and Selection to -1 generally removes most problems. Obviously you should add things like Invulnurability/Ghost or Permanent Invisibility as well.

    There are problems with dummy casting with locust.

    Ensure that the cast time is set to 0 and the cast backswing is minimal. The Scaling size must be relatively normal because it indicates the size of the abilities cast (in most cases).

    Also ensure that the casting time is longer than the expiration time on the dummy unit. Hiding is probably not the best solution, as it doesn't remove them from the game and still wasted some resources (i may be wrong).
  9. Ayanami 칼리

    All dummies should have Locust. If you're going to add Invulnerability, might as well just stick with Locust. Locust units are not selected in group enumerations, so it should be used on all dummy units.
  10. RedOrb You can change this now in User CP.

    @Ayanami - I just ran into a problem with 'Units in range matching condition' being unable to select units with locust.
  11. KaerfNomekop Swim, fishies. Swim through the veil of steel.

    That's exactly what she meant - units with Locust won't become accidental targets for triggered AoE spells that pick units in a group. They only appear in Units of Type groups, so you can add an If/Then/Else block to make sure that they're within the specified distance from the point.
  12. vypur85 Hibernate

    Thunder Clap can be casted with a hidden unit. No problem here.

    > is there a solution to this?
    Create and remove the Thunder Clap effect via trigger.

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