Dummy only ever casts ability on one unit, ignores any other unit

Zealot

Member
Reaction score
11
For some reason the dummy will prefer to only esnare only one unit in the whole game, and only that unit only, it doesn't work on anything else and I can't possibly fathom what's going on. I've tried taking out the fact that it's removed at the end, I've modified the area, I've set the matching units in the unit group to any unit and yet nothing solves this.

Trigger:
  • Fishing Net Travel
    • Events
      • Time - Net_Timer[1] expires
      • Time - Net_Timer[2] expires
      • Time - Net_Timer[3] expires
      • Time - Net_Timer[4] expires
      • Time - Net_Timer[5] expires
      • Time - Net_Timer[6] expires
      • Time - Net_Timer[7] expires
      • Time - Net_Timer[8] expires
      • Time - Net_Timer[9] expires
      • Time - Net_Timer[10] expires
      • Time - Net_Timer[11] expires
      • Time - Net_Timer[12] expires
    • Conditions
    • Actions
      • For each (Integer A) from 1 to 12, do (Actions)
        • Loop - Actions
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • (Net_Visual_Dummy[(Integer A)] is alive) Equal to True
            • Then - Actions
              • Set Net_Point[(Integer A)] = (Position of Net_Visual_Dummy[(Integer A)])
              • Animation - Change Net_Visual_Dummy[(Integer A)] flying height to ((Default flying height of Net_Visual_Dummy[(Integer A)]) - ((((Distance between Net_Point[(Integer A)] and Net_Target_Point[(Integer A)]) x 10000.00) / ((Distance between Net_Caster_Point[(Integer A)] and Net_Target_Point[(Integer A)]) x 1.00)) x 100.00)) at 0.00
              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                • If - Conditions
                  • (Distance between Net_Point[(Integer A)] and Net_Target_Point[(Integer A)]) Less than or equal to 6.00
                • Then - Actions
                  • Unit - Move Net_Visual_Dummy[(Integer A)] instantly to (Net_Point[(Integer A)] offset by (Distance between Net_Point[(Integer A)] and Net_Target_Point[(Integer A)]) towards (Angle from Net_Point[(Integer A)] to Net_Target_Point[(Integer A)]) degrees)
                • Else - Actions
                  • Unit - Move Net_Visual_Dummy[(Integer A)] instantly to (Net_Point[(Integer A)] offset by 6.00 towards (Angle from Net_Point[(Integer A)] to Net_Target_Point[(Integer A)]) degrees)
              • Set Net_Group = (Units within 10.00 of Net_Point[(Integer A)] matching ((((Matching unit) is alive) Equal to True) and ((((Matching unit) is A structure) Equal to False) and ((((Matching unit) is A ground unit) Equal to True) and (((Matching unit) is hidden) Equal to False))
              • Unit Group - Pick every unit in Net_Group and do (Actions)
                • Loop - Actions
                  • Set Net_Position_Dummy = (Position of (Picked unit))
                  • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                    • If - Conditions
                      • And - All (Conditions) are true
                        • Conditions
                          • (Distance between Net_Point[(Integer A)] and Net_Position_Dummy) Less than 6.00
                          • (Current flying height of Net_Visual_Dummy[(Integer A)]) Less than or equal to -50.00
                    • Then - Actions
                      • Set Net_Collision_Check = 1
                    • Else - Actions
                  • Custom script: call RemoveLocation (udg_Net_Position_Dummy)
              • Custom script: call DestroyGroup (udg_Net_Group)
              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                • If - Conditions
                  • Or - Any (Conditions) are true
                    • Conditions
                      • (Distance between Net_Point[(Integer A)] and Net_Target_Point[(Integer A)]) Equal to 0.00
                      • Net_Collision_Check Equal to 1
                • Then - Actions
                  • Unit - Create 1 Net (Ground) for Neutral Hostile at Net_Point[(Integer A)] facing Default building facing degrees
                  • Unit - Add a 4.00 second Generic expiration timer to (Last created unit)
                  • Set Net_Group = (Units within 80.00 of Net_Point[(Integer A)] matching ((((Matching unit) is alive) Equal to True) and ((((Matching unit) is A structure) Equal to False) and ((((Matching unit) is A ground unit) Equal to True) and (((Matching unit) is hidden) Equal to False))
                  • Unit Group - Pick every unit in Net_Group and do (Actions)
                    • Loop - Actions
                      • Set Net_Position_Dummy = (Position of (Picked unit))
                      • Unit - Create 1 Footman for Neutral Hostile at Net_Position_Dummy facing (Angle from Net_Caster_Point[(Integer A)] to Net_Point[(Integer A)]) degrees
                      • Unit - Add Net Snare to (Last created unit)
                      • Unit - Order (Last created unit) to Orc Raider - Ensnare (Picked unit)
                      • Unit - Remove (Last created unit) from the game
                      • Custom script: call RemoveLocation (udg_Net_Position_Dummy)
                  • Unit - Remove Net_Visual_Dummy[(Integer A)] from the game
                  • Set Net_Collision_Check = 0
                  • Custom script: call DestroyGroup (udg_Net_Group)
                  • Custom script: call RemoveLocation( udg_Net_Point[bj_forLoopAIndex])
                  • Custom script: call RemoveLocation( udg_Net_Caster_Point[bj_forLoopAIndex])
                  • Custom script: call RemoveLocation( udg_Net_Target_Point[bj_forLoopAIndex])
                • Else - Actions
                  • Countdown Timer - Start Net_Timer[(Integer A)] as a One-shot timer that will expire in 0.01 seconds
            • Else - Actions
 

vypur85

Hibernate
Reaction score
803
Not sure why you'd always use a very unconventional way to do something different in every different trigger you created.

First, use expiration timer for the dummies instead of removing them instantly.
Next, create the dummies for your playing player instead of neutral.
 

Zealot

Member
Reaction score
11
Not sure why you'd always use a very unconventional way to do something different in every different trigger you created.

First, use expiration timer for the dummies instead of removing them instantly.
Next, create the dummies for your playing player instead of neutral.

I've done both actually and nothing changed.
 
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