aura failiure

LightChaosma

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i bumped on yet another small issue in my map:
i have an aura based of trueshot aura, but it fails sometimes. i noticed it fails whenever there is a massive spawn of dummies near it. so the dummies take the aura, and the units (towers) who are suppossed to get it have to live without damage bonus for 3 seconds. (this dummy spawn happens every 10 seconds in this case, so 33% of the time without aura)

how can i make it so that the dummies dont bestow auras...

i've already made my dummies invulnareble, and the aura target allowds vulnerable...
:s
 

Gtam

Lerning how to write and read!! Yeah.
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164
well make the dumies classified Ancient and auras target non ancient
 

LightChaosma

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the dummies fail at 3 requirements... acient, suicidal, and vulnerable, and still the aura doesnt work... (we are talking about 100 dummies)


i'll be back in about 3 hours to reply
 

Gtam

Lerning how to write and read!! Yeah.
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doesnt trueshot aura only affect range units if so make the dummies melee.
 

LightChaosma

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my dummies are melee.... (based of footman)

lemme give the dummies a model, to see if they get the buff....

OK... comlicated... the buf doesnt aply to the dummies... the buff doesnt dissapear from the towers, only the damage bonus ...
 

Gtam

Lerning how to write and read!! Yeah.
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well maby trigger the damage increase.
 

LightChaosma

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before i do that.... i noticed another thing, when i place more than 100 dummies the aura remains functional...

here is the trigger that spawns the dummies, and causes the aura to malfunction...

if i let them live longer the aura simply returns when the execution id over...


so the problem isnt with the amount o dummies, but with the trigger...

Trigger:
  • blast skill
    • Events
      • Time - Every 0.10 seconds of game time
    • Conditions
    • Actions
      • For each (Integer A) from 1 to 8, do (Actions)
        • Loop - Actions
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • Or - Any (Conditions) are true
                • Conditions
                  • (Unit-type of FireTower[(Integer A)]) Equal to Fire Tower 1
            • Then - Actions
              • Set firecounter1[(Integer A)] = (firecounter1[(Integer A)] + 1)
              • Set tempint[1] = 75
              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                • If - Conditions
                  • firecounter1[(Integer A)] Equal to (tempint[1] + 1)
                • Then - Actions
                  • Set firecounter1[(Integer A)] = tempint[1]
                • Else - Actions
              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                • If - Conditions
                  • firecounter1[(Integer A)] Equal to tempint[1]
                • Then - Actions
                  • Set firecounter2[(Integer A)] = (firecounter2[(Integer A)] + 1)
                • Else - Actions
              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                • If - Conditions
                  • And - All (Conditions) are true
                    • Conditions
                      • firecounter1[(Integer A)] Equal to tempint[1]
                      • firecounter2[(Integer A)] Equal to (25 + 1)
                • Then - Actions
                  • Set firecounter1[(Integer A)] = 0
                  • Set firecounter2[(Integer A)] = 0
                • Else - Actions
              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                • If - Conditions
                  • firecounter2[(Integer A)] Greater than 0
                • Then - Actions
                  • Set temppoint[1] = (Position of FireTower[(Integer A)])
                  • For each (Integer B) from 1 to 4, do (Actions)
                    • Loop - Actions
                      • Unit - Create 1 dummy for (Owner of FireTower[(Integer A)]) at temppoint[1] facing Default building facing degrees
                      • Unit - Add a 5.00 second Generic expiration timer to (Last created unit)
                      • Unit - Add FireBall to (Last created unit)
                      • Animation - Change (Last created unit)'s size to (125.00%, 125.00%, 125.00%) of its original size
                      • Set temppoint[2] = (temppoint[1] offset by (Random real number between 200.00 and 1250.00) towards (Random angle) degrees)
                      • For each (Integer C) from 1 to 3, do (Actions)
                        • Loop - Actions
                          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                            • If - Conditions
                              • And - All (Conditions) are true
                                • Conditions
                                  • (Terrain type at temppoint[2]) Not equal to Dalaran - White Marble
                                  • (Terrain type at temppoint[2]) Not equal to Dalaran - Black Marble
                            • Then - Actions
                              • Set C = 1
                              • Custom script: call RemoveLocation (udg_temppoint[2])
                              • Set temppoint[2] = (temppoint[1] offset by (Random real number between 200.00 and 1250.00) towards (Random angle) degrees)
                            • Else - Actions
                              • Set C = 3
                      • Unit - Order (Last created unit) to Neutral Tinker - Cluster Rockets temppoint[2]
                      • Custom script: call RemoveLocation (udg_temppoint[2])
                  • Custom script: call RemoveLocation (udg_temppoint[1])
                • Else - Actions
            • Else - Actions
              • Do nothing



maybe the sudden increase in points in the area?
 

Gtam

Lerning how to write and read!! Yeah.
Reaction score
164
You know thats not every 10 seconds but every .10 of a second so its executed 10 times a second
 

LightChaosma

New Member
Reaction score
60
i know, but it only malfunctions once it enters the if statment that requires
Code:
firecounter2[(Integer A)] Greater than 0
the code before that are simply counters

EDIT:
something else that is interesting, when i do the same with a speed aura(endurance) nothing hapens, that aura doesnt fail...
 

LightChaosma

New Member
Reaction score
60
bump

i've ocated the problem... the aura effects fail when the dummies are spawned, and when they die, in between the aura does have effect...

now the problem is how to slove this...
what doesnt work: the dummy is in 4 classes the aura doesnt affect, so the dummies dont steal the aura
it isnt in thier numbers, as having 300 stand next to the aura doing nothing has no effect
changing the base to command aura also doesnt work

i'm pretty much out of ideas here... and i dont see a way to do this spell without dummies

also the aura fails if the dummiees spawn far away...

how would i go about triggering an aura... dont have too much experience with that...
 
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