Very weird problem with my map.

neetmaster

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1. I created a spell which creates a dummy unit and ordering it to use another spell to attack units. When units dies from the spell which dummy unit creates, it does not actually die. Rather than somehow gets "hidden" as I can still hear the attack sounds when every units are dead.
I made another trigger for showing all hidden units. When I activate the trigger, nothing shows up. FIXED SEE >>13
2. I am trying to create a multiboard which shows current living units of a player. However it does not work right as it should. It count bones and decaying units too.

Here is the link for the map
ttp://meltyblood.tenjou.net/up/src/oppai_0167.zip.html

for problem#1, try putting about 20 zombies around the arcane towers and let the arcane tower kills all of them to see.


Please help.
 
erm... you can just upload the map here... i dont dare dl from other place...-.- virus..
 
Cant upload it here, too big.

Plus theres no viruses in both my map and that site (that site is mine).
 
Bigger than 1.91 MB? Wow, I wouldn't download it anyway, lol.

For your problem, do you have anything that may be adding locust to the targets of the dummies?
 
Its only like 200kb and I think you will need to have a look at the map itself
heres the trigger anyways
>>do you have anything that may be adding locust to the targets of the dummies?
No, the dummies uses chain lightning and flame strike.

Trigger:
  • Arcane Tower
    • Events
      • Unit - A unit Begins casting an ability
    • Conditions
      • (Ability being cast) Equal to (==) Random Magic (Arcane Tower)
    • Actions
      • Set _tempInteger = (Random integer number between 1 and 2)
      • Set _tempPoint = (Position of (Target unit of ability being cast))
      • Unit - Create 1 Dummy for Player 1 (Red) at _tempPoint facing Default building facing (270.0) degrees
      • Unit - Hide (Last created unit)
      • Custom script: call RemoveLocation(udg__tempPoint)
        • Multiple FunctionsIf (All Conditions are True) then do (Then Actions) else do (Else Actions)
          • If - Conditions
            • _tempInteger Equal to (==) 1
          • Then - Actions
            • -------- Chain Lightning --------
            • Unit - Add a 1.00 second Summoned Unit expiration timer to (Last created unit)
            • Unit - Add Chain Lightning (Arcane Tower) to (Last created unit)
            • Unit - Order (Last created unit) to Orc Far Seer - Chain Lightning (Target unit of ability being cast)
            • Set _tempPoint = (Position of (Last created unit))
            • Special Effect - Create a special effect at _tempPoint using Doodads\Cinematic\Lightningbolt\Lightningbolt.mdl
            • Custom script: call RemoveLocation(udg__tempPoint)
            • Wait 0.50 seconds
            • Special Effect - Destroy (Last created special effect)
          • Else - Actions
            • Multiple FunctionsIf (All Conditions are True) then do (Then Actions) else do (Else Actions)
              • If - Conditions
                • _tempInteger Equal to (==) 2
              • Then - Actions
                • -------- Flame Strike --------
                • Unit - Add a 2.00 second Summoned Unit expiration timer to (Last created unit)
                • Unit - Add Flame Strike (Arcane Tower) to (Last created unit)
                • Set _tempUnit = (Target unit of ability being cast)
                • Set _tempPoint = (Position of _tempUnit)
                • Unit - Order (Last created unit) to Human Blood Mage - Flame Strike _tempPoint
                • Custom script: call RemoveLocation(udg__tempPoint)
                • Custom script: call RemoveUnit(udg__tempUnit)
              • Else - Actions
 
eh... my newgen WE crash opening your map, said cant find destroy timer in database, it may not be your map prob, but i too busy to figure it out
 
Hm... isn't destroy timer WEU only? Maybe that's why you can't open it.
 
sorry, wrong thread, i made a thread esp to address this, i dont want to hijack his thread
but to answer that question
i tot
JASS:
native DestroyTimer         takes timer whichTimer returns nothing

this is native?
i not too sure if the function destroy timer is referring to this
 
Yeah neetmaster, you might want to specify what tools we need to view your map.
 
I have UMSWE enabled in newgen. You'll have to enable it i guess.

I found the source of the problem#1 though
Trigger:
  • Then - Actions
    • -------- Flame Strike --------
    • Unit - Add a 2.00 second Summoned Unit expiration timer to (Last created unit)
    • Unit - Add Flame Strike (Arcane Tower) to (Last created unit)
    • Set _tempUnit = (Target unit of ability being cast)
    • Set _tempPoint = (Position of _tempUnit)
    • Unit - Order (Last created unit) to Human Blood Mage - Flame Strike _tempPoint
    • Custom script: call RemoveLocation(udg__tempPoint)
    • Custom script: call RemoveUnit(udg__tempUnit)
    • Else - Actions

Fixed to below.
Trigger:
  • Then - Actions
    • -------- Flame Strike --------
    • Unit - Add a 2.00 second Summoned Unit expiration timer to (Last created unit)
    • Unit - Add Flame Strike (Arcane Tower) to (Last created unit)
    • Set _tempPoint = (Position of (Target unit of ability being cast))
    • Unit - Order (Last created unit) to Human Blood Mage - Flame Strike _tempPoint
    • Custom script: call RemoveLocation(udg__tempPoint)


However problem#2 persists though, and another problem appeared which is:
Trigger:
  • Set _tempInteger = (Random integer number between 1 and 2)

This always return 1 in the first 25-30 seconds of game time. So it will only use Chain Lightning.
It starts to use other ability (Flame Strike) after about 25-30 secs (returning 2) though.

Any ideas?
 
Download this one to see that new problem.

Have a look in the
Trigger - Game System - Arcane Tower


For the multiboard problem, check
Trigger - Debugging - Counting Zombies
and
Trigger - Game System - Add Add P12 units to group
 

Attachments

  • SURVIVE.w3x
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another problem appeared which is:
Trigger:
  • Set _tempInteger = (Random integer number between 1 and 2)

This always return 1 in the first 25-30 seconds of game time. So it will only use Chain Lightning.
It starts to use other ability (Flame Strike) after about 25-30 secs (returning 2) though.

Any ideas?

Go to preferences or something like that and disable fixed random seed.
 
>>Go to preferences or something like that and disable fixed random seed.
Works like it should now. Thanks very much.

Now theres only the multiboard problem left.
Can anyone guide me into making a multiboard which shows current living units for Player12?
 
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