Hmm, alright, I will try using height check or whatever it is, if I can find it. I don't understand how it will make it very hard for the spell to check it. I just use this method so I don't have a large clutter of variables.
I would be using local variables but I do not trust my self with JASS...
That would take 1000s of regions, it just isn't worth it to be honest. I would rather take out all the blink abilities.
Isn't this exactly what my code is? How come it doesn't work?
On my map I found a problem with people being able to blink onto cliffs. I am trying to resolve this by doing terrain checks with all blink abilities. This is what I have but does not work.
Terrian
Events
Unit - A unit Starts the effect of an ability
Conditions...
Find the unit called Zone Indicator.
Units > Netural Passive > Campaign > Buildings > Zone Indicator.
Add an ability called "Locust" to the Zone Indicator unit. Rename it to whatever you want and there is your dummy unit. It can't be seen, can't be selected.
Make sure you change something called Stock Replenishment (something along the lines of that) to 0.
Edit: Oh sorry I ment the opposite of that. Change it to 9999999999999999999. Im not sure if that'll do exactly what you want, but its a quick fix.
I was showing you how to freakin make only 1 dummy unit do everything instead of many dummy units doing different things.
By setting the ability to the unit after its created will allow you to reuse the dummy unit over and over again.
Set PoolLimit[(Player number of (Triggering player))] = (Integer((Substring((Entered chat string), 9, (Length of (Entered chat string))))))
That is a Integer.
I perfectly understand what your asking for, I am simply giving you another route to fix it. By having only 1 dummy unit you won't have to check 50 different dummy units thus giving you what you want.
Let me try it real quick.
Edit: It works perfectly fine for me, to be honest I am not sure whats wrong. Try giving the custom devotion aura to a preset building, and if that doesn't solve anything try it the other way around.
I know. I don't think there is any way to have a loop to check units in conditions, so I gave you a way to limit the number of dummy units to a very minimal amount.
Whats do the dummy[xx] units do? If they are for spells then.
You can just use the same dummy unit to do everything. This is how I do my dummy units:
Actions
Set tempPoint = (Position of (Casting unit))
Unit - Create 1 Dummy Caster for (Owner of (Casting unit)) at tempPoint facing...
Try giving the same devotion aura to a unit and see if the unit has it. This will rule out a number of possibility that could be wrong with the ability its self.