Hallucination

Gwafu

Active Member
Reaction score
12
When I try this:
Trigger:
  • Hallucination
    • Events
      • Unit - A unit Starts the effect of an ability
    • Conditions
    • Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • Or - Any (Conditions) are true
            • Conditions
              • (Ability being cast) Equal to Hallucinate Probe
        • Then - Actions
          • Set Hallucination_Point = (Position of (Triggering unit))
          • Unit - Create 1 Probe (Hallucination) for (Owner of (Triggering unit)) at Hallucination_Point facing Default building facing degrees
          • Set Hallucinated = (Last created unit)
          • Unit - Create 1 To Be Used As Dummy for (Owner of (Triggering unit)) at Hallucination_Point facing Default building facing degrees
          • Unit - Add zzx4 Illusion to (Last created unit)
          • Custom script: call IssueTargetOrderById(GetLastCreatedUnit(),852274,udg_Hallucinated)
          • Unit - Add a 2.50 second Generic expiration timer to Hallucinated
          • Unit - Add a 2.50 second Generic expiration timer to (Last created unit)
        • Else - Actions
      • Custom script: call RemoveLocation(udg_Hallucination_Point)


It is okay, but the Probe (Hallucination) is showed (it's a dummy unit anyways)
But if I add "Unit - Hide Hallucinated"
Trigger:
  • Hallucination
    • Events
      • Unit - A unit Starts the effect of an ability
    • Conditions
    • Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • Or - Any (Conditions) are true
            • Conditions
              • (Ability being cast) Equal to Hallucinate Probe
        • Then - Actions
          • Set Hallucination_Point = (Position of (Triggering unit))
          • Unit - Create 1 Probe (Hallucination) for (Owner of (Triggering unit)) at Hallucination_Point facing Default building facing degrees
          • Set Hallucinated = (Last created unit)
          • Unit - Hide Hallucinated
          • Unit - Create 1 To Be Used As Dummy for (Owner of (Triggering unit)) at Hallucination_Point facing Default building facing degrees
          • Unit - Add zzx4 Illusion to (Last created unit)
          • Custom script: call IssueTargetOrderById(GetLastCreatedUnit(),852274,udg_Hallucinated)
          • Unit - Add a 2.50 second Generic expiration timer to Hallucinated
          • Unit - Add a 2.50 second Generic expiration timer to (Last created unit)
        • Else - Actions
      • Custom script: call RemoveLocation(udg_Hallucination_Point)


It doesn't work.

PS: Also, anyone know how to increase the number of illusions spawned? Thanks in advance.
 

Dregonx

TH.net Regular
Reaction score
21
Here's how you increase the number of spawned

Trigger:
  • For each (Integer A) from 1 to 10, do (Actions)
    • Loop - Actions


Change the 10 to how many you want to spawn, if I'm understanding you right. Oh and place all of the spawning related actions inside the "Loop - Actions" part.

As for why it's showing, I think it has something to do with the model you've chosen possibly, what exactly is being shown? A shadow? Is it being shown on the map?
 

Gwafu

Active Member
Reaction score
12
On the first trigger, the Probe model will show and the effects will work, but when in the second trigger, the probe doesn't appear, but no illusions is made.
 

Dregonx

TH.net Regular
Reaction score
21
Honestly I wouldn't use Hide, cause apparently there are times when the editor doesn't detect it.

Just use an invisibility casting dummy on it if you have to, or don't use a model for it if you are trying to keep it disappearing.

Or instead, just move the 2.5 removal timer up right under the create unit, and use last created unit, that should fix it. (Assuming I understand this right lol, you have a very confusing ability)
 

XeNiM666

I lurk for pizza
Reaction score
138
1. Put "(Ability being cast) Equal to Hallucinate Probe" in the Trigger Condition Block.
2. Aren't Hallucinated and (Last created unit) the same?
3. Are you sure that your ability "zzx4" can target "Self"?
4. In the second trigger, the reason why it is not showing is because you are hiding it when you created it, try to put it after the "Add 2.50 second expiration time"

P.S. Haven't done a lot of GUI atm so... :)
 

Gwafu

Active Member
Reaction score
12
If you still don't know how the spell works:

Read this up


1. Okay.
2. No, the Hallucinated units is one of the DUMMY units that gets the image, while the Last Created Unit is the dummy unit who casts the illusion to the Hallucinated unit
3. Wut? It doesn't target itself.
4. I tried it, didn't work.
 

Bogrim

y hello thar
Reaction score
154
First of all, move your condition up into the actual event conditions and lose the pointless If Then Else condition. Your trigger fires way more often than necessary.

If you want the unit to not appear but still cast a spell on it, Hiding the unit isn't the answer. Add a 0.00 seconds expiration timer instead.
 

Weep

Godspeed to the sound of the pounding
Reaction score
400
Add a 0.00 seconds expiration timer instead.
That would still show its death animation.

Just be sure that the dummy caster can instant-cast (0 movement speed, 0 cast point/cast backswing) and in your trigger, do:

Trigger:
  • [...]
    • Set Hallucination_Point = (Position of (Triggering unit))
    • Unit - Create 1 Probe (Hallucination) for (Owner of (Triggering unit)) at Hallucination_Point facing Default building facing degrees
    • Set Hallucinated = (Last created unit)
    • Unit - Create 1 To Be Used As Dummy for (Owner of (Triggering unit)) at Hallucination_Point facing Default building facing degrees
    • Unit - Add zzx4 Illusion to (Last created unit)
    • For each (Integer A) from 1 to NumberOfIllusions, do (Actions)
      • Loop - Actions
        • Custom script: call IssueTargetOrderById(bj_lastCreatedUnit,852274,udg_Hallucinated)
    • Unit - Remove (Last created unit) from the game
    • Unit - Remove (Last created unit) from the game
    • Custom script: call RemoveLocation(udg_Hallucination_Point)
 
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