Dummy Abilities not Working for Comps

MorbazanRhot

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Basically, to make some creep fighting more interesting I gave them some random dummy abilities. Here's an example:

Code:
Lightning Elemental 2
    Events
        Unit - A unit Is attacked
    Conditions
        (Unit-type of (Attacked unit)) Equal to Lightning Elemental
    Actions
        Set random = (Random integer number between 1 and 100)
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            If - Conditions
                (random Greater than or equal to 1) and (random Less than or equal to 40)
            Then - Actions
                Set spawningpoint = (Position of (Attacked unit))
                Unit - Create 1 Decimate Dummy for (Owner of (Attacked unit)) at spawningpoint facing Default building facing (270.0) degrees
                Unit - Add Chain Lightning Lightning Elemental to (Last created unit)
                Unit - Order (Last created unit) to Orc Far Seer - Chain Lightning (Attacking unit)
                Unit - Add a 2.00 second Generic expiration timer to (Last created unit)
                Custom script: call RemoveLocation(udg_spawningpoint)
            Else - Actions

This one is actually for units controlled by a computer player (10 Light Blue). There's one for Neutral Hostile too. The problem is that none of these abilities involving dummies are working. Now if I switch the owner of the unit to a player and he controls the unit, the ability works fine. Could anyone help me with what's going on? (if desired I can post more of the triggers)
 

komapatient

New Member
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10
Maybe this one helps you:

Create the dummy for a player which is set to 'NONE' in the Player Properties Dialogue and then execute the spell cast. You should add an 'Player treats Player as ally' action at Map Initialization to make sure the dummy unit does no splash damage to the unit it actually should support!

I found out that when you enable a computer player he will often overwrite trigger given commands for units to replace them by his own orders - which is most likely to order the unit to stand idle just at the place where it has been created.

If giving the dummy unit to a 'NONE' player controlled player does not work, please report back!
 

MorbazanRhot

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7
Well, unfortunately my map is using all the player slots currently. I could do a decent amount of work to switch that around and make 1 player with NONE controlling if there's no easier way to fix this...
 

Firezy

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14
try setting the level of the spell to 1

also try setting the condition so that it procs 100% of the time for testing purposes
 

komapatient

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Well, unfortunately my map is using all the player slots currently. I could do a decent amount of work to switch that around and make 1 player with NONE controlling if there's no easier way to fix this...

Hm, an easy way? That brings me to a solution. Let the dummy be created for a 'USER' controlled player (can be even youself!) but set the 'Stats - Targets Allowed' so that the spell can effect ALL units - even of the same team.

Don't know how this will work with splash effects though. Will your spell use any splash / multiple targets effects?
 

MorbazanRhot

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7
Actually, I just tried out your NONE user thing (I'll fix the other parts of the map it screws up later) and it works! Thank you and +rep.
 

Emu.Man00

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41
If "Random" is between 1 and 100, its physically impossible for it to be less than 1... Why do you have the condition to check for it?
 

MorbazanRhot

New Member
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7
In other triggers I have different outcomes based on what set the number is in, like 1-33,34-66,67-99 and I just copy-paste that condition and modify it, because as far as I know, there's not really any need to change it.
 
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