stopping locust swarm by dying doesn't work?

waaaks!

Zinctified
Reaction score
256
I have this trigger that creates a dummy unit that uses a locust swarm based spell, and moving it to the origin of the caster, the spell was based on immolation, so that if the caster activates it, it creates the dummy unit that casts the locust swarm, and if the caster deactivates it, it removes the ability from the dummy unit, it kills the dummy, and removes it from game (also tried without removing the ability from the dummy), the worst part is, even though I already have two methods of killing the dummy (1 in the ondestroy method, the other at the elseif block when the caster deactivates it), the dummy unit is still alive, and still following my hero, I want to kill the dummy to stop the locust swarm.

the code
JASS:
scope LocustSwarm initializer init

globals
    private constant integer spell = 'A01R'
    private constant integer dspell = 'A01U'
endglobals

private struct data
    unit c
    unit u
    private method onDestroy takes nothing returns nothing
        call UnitRemoveAbility(.u,dspell)
        call KillUnit(.u)
        call RemoveUnit(.u)
    endmethod
endstruct

private function con takes nothing returns boolean
    return GetUnitAbilityLevel(GetLearningUnit(),spell) == 1
endfunction

private function callback takes nothing returns boolean
    local timer t = GetExpiredTimer()
    local data d = GetTimerData(t)
    call SetUnitX(d.u,GetUnitX(d.c))
    call SetUnitY(d.u,GetUnitY(d.c))
    set t = null
    return true
endfunction

private function act2 takes nothing returns boolean
    local unit c = GetTriggerUnit()
    local timer t = NewTimer()
    local integer l = GetUnitAbilityLevel(c,spell)
    local data d = data.create()
    set d.c = c
    if GetIssuedOrderId() == OrderId("immolation") then
        set d.u = CreateUnit(GetOwningPlayer(c),'e000',GetUnitX(c),GetUnitY(c),0.0)
        call UnitAddAbility(d.u,'Aloc')
        call UnitAddAbility(d.u,dspell)
        call SetUnitAbilityLevel(d.u,dspell,l)
        call IssueImmediateOrder(d.u,"locustswarm")
        call TimerStart(t,0.035,true,function callback)
        call SetTimerData(t,d)
        call BJDebugMsg("start")
    elseif GetIssuedOrderId() == OrderId("unimmolation") then
        call BJDebugMsg("done")
        call ReleaseTimer(t)
        call KillUnit(d.u)
        call UnitRemoveAbility(d.u,dspell)
        call RemoveUnit(d.u)
        call d.destroy()
    endif
    set c = null
    set t = null
    return true
endfunction

private function act takes nothing returns nothing
    local trigger t = CreateTrigger()
    local unit c = GetLearningUnit()
    call TriggerRegisterUnitEvent( t, c, EVENT_UNIT_ISSUED_ORDER )
    call TriggerAddAction(t,function act2)
    set c = null
    set t = null
endfunction

private function init takes nothing returns nothing
    local trigger t = CreateTrigger()
    call TriggerRegisterAnyUnitEventBJ(t,EVENT_PLAYER_HERO_SKILL)
    call TriggerAddCondition(t,Condition(function con))
    call TriggerAddAction(t,function act)
endfunction

endscope
 

Rainther

I guess I should write something of value here...
Reaction score
61
You could otherwise have the same dummy locked to the hero and teleport his far away from the hero, since move a unit with locust causes the effect to dissapear too.
 

waaaks!

Zinctified
Reaction score
256
You could otherwise have the same dummy locked to the hero and teleport his far away from the hero, since move a unit with locust causes the effect to dissapear too.
it will be obvios because the locust won't die, instead follow the dummy.
... Or you could try adding a 0.01 second expiration timer..
what's the difference with 0.035 timer?
 

Rainther

I guess I should write something of value here...
Reaction score
61
That's exactly what've been done I believe. And moving the unit far away from current location interrupt locust since they won't follow.
 

Frozenhelfir

set Gwypaas = Guhveepaws
Reaction score
56
Don't remove the ability before you kill the unit. When you smash a crypt lord in ladder games it takes the locusts with him.
 

waaaks!

Zinctified
Reaction score
256
tried killing the dummy unit without removing the ability (doesn't work)
tried removing locust ability form the dummy unit, then killing it (doesn't work)
tried adding 0.1 second expiration timer to the dummy unit when deactivated (doesn't work)

moving the dummy unit kills the locust, but not the dummy unit, I don't want to have unused dummy units in my map
also when my hero teleported using town portal scrolls, it also kills the locusts but the dummy unit still keeps on following my hero (I know because it has a wierd sound following my hero)
 

Kuberr24

Well-Known Member
Reaction score
28
When you cast locust swarm, either by a dummy or a normal unit, and the caster moves a great distance (either by triggers or by blink, or kelen's dagger of escape), the locust units will try to move to the caster's position, but they will be unable to follow because the distance is too far, and thus the game destroys them.

Can you explain to us WHY simply killing the dummy unit doesn't work when the hero stops casting the locust ability?
 

Weep

Godspeed to the sound of the pounding
Reaction score
400
Yes, I think the real question is why it's not working for you; I've seen units spawned from Locust Swarm die when a dummy casting it expired.
 

waaaks!

Zinctified
Reaction score
256
got it working, its an issue about the timer, I called ReleaseTimer outside the call back function for the timer, and it seems not working if called outside
 
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