Dummy Unit vs Visible

WuHT

New Member
Reaction score
6
Here is my problem

I have a trigger that creates some dummy units, then gives them ability-raise dead, then orders them to raise dead.

Problem is...this will only work if i use a visible(non locust) unit as a dummy unit.

My generic dummy unit (that has faithfully served me for a bunch of other triggers) seems to not be able to cast raise dead.

do i need to post the trigger...?? as it's not really complex..
i've made my custom raise dead ability to be 0 mana cost. I made my expiration timer to be sufficient (2 seconds) to cast raise dead. The dummy unit i have i pretty much copied from a tutorial (most likely daelin's), so it has no movement speed/shadow/pathing ..etc So what sets it apart ??
I gave my dummy unit a visible model (ie an albatross) and i know they appear via the trigger..but they wont' cast nothign!!
Any clues as to why it wont order to cast ?!??!
 

WuHT

New Member
Reaction score
6
Code:
B Rend Soul
    Events
        Unit - A unit Starts the effect of an ability
    Conditions
        (Ability being cast) Equal to B Rend Soul 
    Actions
        Set Bsoulrender = (Target point of ability being cast)
        For each (Integer A) from 0 to 4, do (Actions)
            Loop - Actions
                Unit - Create 1 Dummy for (Owner of (Casting unit)) at Bsoulrender facing Default building facing degrees
                Unit - Add Raise Dead Dummy  to (Last created unit)
                Unit - Order (Last created unit) to Undead Necromancer - Raise Dead
                Unit - Add a 2.00 second Generic expiration timer to (Last created unit)

not to sound rude or anything..but this works if i use a standard footmen/riflemn (non locust unit) as my dummy unit(clickable/selectable by me)
Weird eh ?
 

ayumilove

Youtube account suspended! youtube.com/ayumilove8
Reaction score
110
could you post your map here? so i can check the spell out

i was wandering that since raise dead creates unit, (create unit out from corpse) that would effect your trigger,

you could set up a variable to store your dummy unit as last created unit

Code:
B Rend Soul
    Events
        Unit - A unit Starts the effect of an ability
    Conditions
        (Ability being cast) Equal to B Rend Soul 
    Actions
        Set Bsoulrender = (Target point of ability being cast)
        For each (Integer A) from 0 to 4, do (Actions)
            Loop - Actions
                Unit - Create 1 Dummy for (Owner of (Casting unit)) at Bsoulrender facing Default building facing degrees
                [COLOR="Red"]Set MyDummy = Last Created Unit[/COLOR]
                Unit - Add Raise Dead Dummy  to ([COLOR="Red"]MyDummy[/COLOR])
                Unit - Order ([COLOR="Red"]MyDummy[/COLOR]) to Undead Necromancer - Raise Dead
                Unit - Add a 2.00 second Generic expiration timer to ([COLOR="Red"]MyDummy[/COLOR])
 

lh2705

Just another Helper
Reaction score
111
I have a solution, but i don't have an explanation to tell why it doesnt work.
Make your dummy a flying unit and give it a fly height of 2000, your dummy won't be seen because its flying up high in the sky. It should work :p
 
Reaction score
65
Ordering a unit with locust to do something doesn't work very. How about ordering the unit to cast raise dead and THEN giving it locust?
 

SFilip

Gone but not forgotten
Reaction score
634
> Ordering a unit with locust to do something doesn't work very.
Huh? I never had any problems with it.

Anyway I recall having a similar problem with a wisp-based dummy. Amazingly it worked fine when I made a new one, footman based.
 

Chocobo

White-Flower
Reaction score
409
> Ordering a unit with locust to do something doesn't work very.
Huh? I never had any problems with it.

Anyway I recall having a similar problem with a wisp-based dummy. Amazingly it worked fine when I made a new one, footman based.

Working weird because of the Animation - Cast Point, sometimes it stucks doing nothing like berserk.
 

WuHT

New Member
Reaction score
6
heheh u guys are all great.

Yeah so what i did was ..took a unit-in-progress, copied him..and one by one..
i removed shadow/attack/pathing/movement/added locust...and it miracoulously worked! (i mean my footman dummy has been so steady..but this time i used one based off jaina)

So i guess this is just a weird bug and we shouldn't waste any more time on it :)
o yeah ayumilove reminded me to use the custom script to remove the "point" variable.

Thx to you all... cased closed i hope
 

Hero

─║╣ero─
Reaction score
250
> Ordering a unit with locust to do something doesn't work very.
Huh? I never had any problems with it.

Anyway I recall having a similar problem with a wisp-based dummy. Amazingly it worked fine when I made a new one, footman based.


Best based dummy is the SHADE it can use all spells (which all units should be able to do)

Oh make sure the spell is not a Hero Spell and it does not require mana for the dummies.
 
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