Created Units not casting spells

pneric

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Hi, its been a while since i posted here, but anyway here's my problem.

Im working on a KAEL'THAS remake hero, basically what map does is, you fight Kael using a group of heroes, nothing special yet, but basically thats what it does. Now of course i had to design KAEL, i basically used his default skills and improved them a bit. Here's a breakdown of what they are and what they do:

Flame Strike - same thing, added some special effects
Banish - IMPROVED this, what it does is by using an EMPTY thunder clap skill, i will summon invisible units which cast Banish to all enemies in the area.
Siphon Mana - same as banish, but they drain mana
Phoenix - will work on it later

anyway here's the problem: i was able to fix the triggers for Banish and Siphon mana. they DO summon units and do their thing, THATS WHEN I USE IT, but when i set KAEL to Neutral Hostile so that he fights me, the summoned units dont do anything! what the hell! they are still summoned but they just stand there doing nothing. whats wrong? anyone?
 

UndeadDragon

Super Moderator
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Can you post the triggers, so we can see what the problem is?
 
P

PirosThe4th

Guest
Are you sure Kael casts the ability?
If yes, then there might be a problem at your trigger, so please, post it.
If no, then be sure to make him cast the ability.
 

pneric

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Mass Banish
Events
Unit - A unit Starts the effect of an ability
Conditions
(Ability being cast) Equal to Thunder Clap <-- just a blank skill, no damage
Actions
Game - Display to (All players) the text: Mass Banish
Unit Group - Pick every unit in (Units within 99999.00 of (Position of (Casting unit)) matching ((((Matching unit) is alive) Equal to True) and (((Matching unit) belongs to an enemy of (Owner of (Casting unit))) Equal to True))) and do (Actions)
Loop - Actions
Unit - Create 1 BanishCaster for (Owner of (Casting unit)) at (Position of (Picked unit)) facing (Position of (Picked unit))
Set BanishCaster = (Last created unit)
Unit - Order BanishCaster to Human Blood Mage - Banish (Picked unit)
Unit - Add a 3.00 second Generic expiration timer to BanishCaster


oh and btw, just an extra question is there ANOTHER way to order a unit to cast a spell? cause what i usually do is EDIT a normal hero skill, such as BANISH in this case, then make that spell a NON-HERO, NON-ITEM skill so that a regular unit, such as a my banish caster use it, then call on the Unit - Order BanishCaster to Human Blood Mage - Banish (Picked unit) thing. thanks guys.
 

pneric

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btw, if i set KAEL to RED, PLayer 1, and i MYSELF use him, they work, the summoned units cast Banish then die after a while. But if i set to Neutral Hostile, he still does the skill, summoned units get summoned, but dont cast anything.
 
P

PirosThe4th

Guest
btw, if i set KAEL to RED, PLayer 1, and i MYSELF use him, they work, the summoned units cast Banish then die after a while. But if i set to Neutral Hostile, he still does the skill, summoned units get summoned, but dont cast anything.

Strange. I didn't see anything wrong with your triggers (except leaks :eek:).

BTW, the awnser to your other question is: Through orders (use order IDs) or custom scripts.
 

pneric

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Strange. I didn't see anything wrong with your triggers (except leaks :eek:).

BTW, the awnser to your other question is: Through orders (use order IDs) or custom scripts.

what leaks?

can you elaborate on ORDER IDs? lol imma noobersauace
i dont really know custom scripts bleh!

is there any way i can post my map for you guys to DL and well try out?
 
P

PirosThe4th

Guest
what leaks?

can you elaborate on ORDER IDs? lol imma noobersauace
i dont really know custom scripts bleh!

is there any way i can post my map for you guys to DL and well try out?

Leaks:
Code:
[B]Unit Group[/B] - Pick every unit in [B](Units within 99999.00 of (Position of (Casting unit))[/B]matching ((((Matching unit) is alive) Equal to True) and (((Matching unit) belongs to an enemy of (Owner of (Casting unit))) Equal to True))) and do (Actions)

R= 2 leaks.

You can use the IDs (codes of the abilities that can be used in orders. Just check the ability editor and look at any spell. Every single one of them have an Order ID) at an issue order action.

Well, upload the map through the Helper. Probably by testing it we'll find the problem.
 

pneric

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here's the map, and here's the deal:

KAEL is set to RED (Player 1), this means you can use him, now if you try the abilities, they all work (except for the last one, dont mind)

now since my map is a "kill kael" map, the computer will be the one to use it, when i set him to BLUE (Player 2 - computer ) or Neutral Hostile, when he does the abilities, they still work, but the summoned units dont.
 

Attachments

  • Kael.w3x
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Exide

I am amazingly focused right now!
Reaction score
448
>Created Units not casting spells
Created via trigger?
Try having a building build it, or preplace the unit, and see if it works better?
 

pneric

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hmm not sure about the building thing, if u dled the map i attached, the skill activates the trigger which spawns the units.
 

Exide

I am amazingly focused right now!
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I actually didn't read the whole thread carefully. :eek: :p

Code:
Unit - Create 1 BanishCaster for (Owner of (Casting unit)) at (Position of (Picked unit)) facing (Position of (Picked unit))
Set BanishCaster = (Last created unit)

//Try putting a short wait here?//

Unit - Order BanishCaster to Human Blood Mage - Banish (Picked unit)
Unit - Add a 3.00 second Generic expiration timer to BanishCaster

Also, you should fix the leaks. :p
 

pneric

New Member
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speaking of leaks, im not getting it! :S

what exactly is leaking? and what part of my code is the "leak"?
 

vypur85

Hibernate
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803
Just to clarify things :p. Actually I'm having similar problem as well. This is not only true for Neutral Hostile, even to computer players (for me). Not sure why the dummies are not casting the spells. Probably they are hidden or locusted or something? Not sure what's the problem. I'd like to know the answer myself. :)

(When I create AI, and when there are computer players, I'm not sure why the dummies refuse to cast spell =.=)

Note: Sorry, this is like stealing your thread. Hope you don't mind.
 
P

PirosThe4th

Guest
Leaks

speaking of leaks, im not getting it! :S

what exactly is leaking? and what part of my code is the "leak"?

I already showed you where the leaks are.

Let me try to explain leaks: A leak is like a game which you left installed and forgot to uninstall. Even if you don't use it, it remains there, occupying space. A leak using that space causes lag when there's too many of it. Basically, anything you create and don't remove on Warcraft leaks.

Here the ones who leak:

Unit Groups, Points, Units (Dummies), Special Effects, Player Groups (At special cases), Regions (At special cases).

Here the ones who don't leak:

Reals, Integers, Players, etc. Basically, all that haven't be shown before as ones that leak.

To remove the leak, set the thing you want to create in a variable.
Examples:

Set UnitGroup = (Units in (Playabe Map Area))
Set Point = (Position of (Triggering Unit))

And then remove it (look for the Custom script action):

Custom script: call RemoveLocation (udg_YourPointVariableName)
Custom script: call RemoveRect (udg_YourRegionVariableName)
Custom script: call DestroyGroup (udg_YourUnitGroupVariableName)
Custom script: call DestroyForce (udg_YourPlayerGroupVariableName)

Warning! You can remove Special Effects and Units through the GUI actions:

Special Effect - Destroy (YourSEVariableName)
Unit - Add a ** seconds Generic expiration timer to (YourUnitVariableName)

Just be aware that sometimes you don't need to put Units or Special Effects in variables or destroy Unit/Player Groups.

I'm gonna test your map now.
 

Dakho

()[o__o]()
Reaction score
75
For some reason you can't issue orders through triggers for neutral passive/hostile units, it seems to me.

Instead make him brown or something, one of those way down teams.
 
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