Global ability doesn't work >.<

Yamuraiha

Member
Reaction score
1
Trigger:
  • Energy Release lvl 1 Purge lvl 1
    • Events
      • Unit - A unit Starts the effect of an ability
    • Conditions
      • (Ability being cast) Equal to Energy Release
      • (Level of Energy Release for (Casting unit)) Equal to 1
      • (Level of Purge for (Casting unit)) Equal to 1
    • Actions
      • Set Temp_Group = (Units in (Playable map area) matching ((((Matching unit) is A structure) Equal to False) or (((Matching unit) has buff Devine ) Equal to False)))
      • Unit Group - Pick every unit in Temp_Group and do (Actions)
        • Loop - Actions
          • Set Temp_Point = (Position of (Picked unit))
          • Unit - Create 1 Dummy Unit (Caster) for (Owner of (Casting unit)) at Temp_Point facing Default building facing degrees
          • Unit - Add a 2.00 second Generic expiration timer to (Last created unit)
          • Unit - Add Purge (Garan - 2nd - lvl 1) to (Last created unit)
          • Unit - Order (Last created unit) to Orc Shaman - Purge (Picked unit)
          • Custom script: call RemoveLocation (udg_Temp_Point)
      • Custom script: call DestroyGroup (udg_Temp_Group)

Anyone help me check it >.< Pls
 

Yamuraiha

Member
Reaction score
1
Change all the Casting unit to 'Triggering unit'.
Casting unit doesn't work that well in loops.

I've done it. It does work,but after 2 second the dummy unit is not remove >.<
EDIT: the dummy unit is remove but when the ability is casted the 2nd time, dummy units are also spawm in all of the last point of the previous cast.
 

vypur85

Hibernate
Reaction score
803
> the dummy unit is remove but when the ability is casted the 2nd time, dummy units are also spawm in all of the last point of the previous cast

Look at your Unit group conditions.
They are basically conditioned to pick every unit within the map.
When you cast the spell once, your dummy units are spawned. They are units too.
So when you cast again, new dummies are spawned to purge your old dummies.

There's no specific workaround for this. It all depends on what you plan to do.
I would suggest to add a condition 'Matching unit belongs to an enemy to Owner of Triggering unit'.
 

Yamuraiha

Member
Reaction score
1
>
Look at your Unit group conditions.
They are basically conditioned to pick every unit within the map.
When you cast the spell once, your dummy units are spawned. They are units too.
So when you cast again, new dummies are spawned to purge your old dummies.

There's no specific workaround for this. It all depends on what you plan to do.
I would suggest to add a condition 'Matching unit belongs to an enemy to Owner of Triggering unit'.

But after 2 second the previous dummy is remove from the map ? Is the corpse considered a unit ?
 
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