Impale Height

PooBucket

New Member
Reaction score
12
Trigger:
  • Ice Impale
    • Events
      • Unit - A unit Starts the effect of an ability
    • Conditions
      • (Ability being cast) Equal to Ice Impale asd
    • Actions
      • Set IceImpCaster = (Triggering unit)
      • Set BeginPointIceImp = (Position of IceImpCaster)
      • Set IceImpalePoint[1] = (BeginPointIceImp offset by 200.00 towards (Facing of (Triggering unit)) degrees)
      • Unit - Create 1 Ice Impale for (Owner of (Triggering unit)) at IceImpalePoint[1] facing Default building facing degrees
      • Set IceImpUnits[1] = (Last created unit)
      • Unit - Add a 1.20 second Generic expiration timer to IceImpUnits[1]
      • Set IceImpalePoint[2] = (IceImpalePoint[1] offset by 200.00 towards (Facing of (Triggering unit)) degrees)
      • Unit - Create 1 Ice Impale for (Owner of (Triggering unit)) at IceImpalePoint[2] facing Default building facing degrees
      • Set IceImpUnits[2] = (Last created unit)
      • Unit - Add a 1.20 second Generic expiration timer to IceImpUnits[2]
      • Set IceImpalePoint[3] = (IceImpalePoint[2] offset by 200.00 towards (Facing of (Triggering unit)) degrees)
      • Unit - Create 1 Ice Impale for (Owner of (Triggering unit)) at IceImpalePoint[3] facing Default building facing degrees
      • Set IceImpUnits[3] = (Last created unit)
      • Unit - Add a 1.20 second Generic expiration timer to IceImpUnits[3]
      • Set IceImpalePoint[4] = (IceImpalePoint[3] offset by 200.00 towards (Facing of (Triggering unit)) degrees)
      • Unit - Create 1 Ice Impale for (Owner of (Triggering unit)) at IceImpalePoint[4] facing Default building facing degrees
      • Set IceImpUnits[4] = (Last created unit)
      • Unit - Add a 1.20 second Generic expiration timer to IceImpUnits[4]
      • Set IceImpalePoint[5] = (IceImpalePoint[3] offset by 200.00 towards (Facing of (Triggering unit)) degrees)
      • Unit - Create 1 Ice Impale for (Owner of (Triggering unit)) at IceImpalePoint[5] facing Default building facing degrees
      • Set IceImpUnits[5] = (Last created unit)
      • Unit - Add a 1.20 second Generic expiration timer to IceImpUnits[5]
      • Set IceImpaleGroup[1] = (Units within 150.00 of (Position of IceImpUnits[1]) matching ((((Matching unit) is A structure) Equal to False) and (((Matching unit) belongs to an enemy of (Owner of (Triggering unit))) Equal to True)))
      • Set IceImpaleGroup[2] = (Units within 150.00 of (Position of IceImpUnits[2]) matching ((((Matching unit) is A structure) Equal to False) and (((Matching unit) belongs to an enemy of (Owner of (Triggering unit))) Equal to True)))
      • Set IceImpaleGroup[3] = (Units within 150.00 of (Position of IceImpUnits[3]) matching ((((Matching unit) is A structure) Equal to False) and (((Matching unit) belongs to an enemy of (Owner of (Triggering unit))) Equal to True)))
      • Set IceImpaleGroup[4] = (Units within 150.00 of (Position of IceImpUnits[4]) matching ((((Matching unit) is A structure) Equal to False) and (((Matching unit) belongs to an enemy of (Owner of (Triggering unit))) Equal to True)))
      • Set IceImpaleGroup[5] = (Units within 150.00 of (Position of IceImpUnits[5]) matching ((((Matching unit) is A structure) Equal to False) and (((Matching unit) belongs to an enemy of (Owner of (Triggering unit))) Equal to True)))
      • Unit Group - Pick every unit in IceImpaleGroup[1] and do (Actions)
        • Loop - Actions
          • Set IceImpPicked[1] = (Picked unit)
          • Unit - Add Storm Crow Form custom to IceImpPicked[1]
          • Unit - Remove Storm Crow Form custom from IceImpPicked[1]
          • Animation - Change IceImpPicked[1] flying height to 600.00 at 1500.00
          • Unit - Pause IceImpPicked[1]
          • Wait 1.00 seconds
          • Unit - Add Storm Crow Form custom to IceImpPicked[1]
          • Unit - Remove Storm Crow Form custom from IceImpPicked[1]
          • Animation - Change IceImpPicked[1] flying height to 0.00 at 1500.00
          • Special Effect - Create a special effect attached to the chest of IceImpPicked[1] using Objects\Spawnmodels\Human\HumanBlood\HumanBloodPeasant.mdl
          • Special Effect - Destroy (Last created special effect)
          • Wait 0.05 seconds
          • Special Effect - Create a special effect attached to the chest of IceImpPicked[1] using Objects\Spawnmodels\Human\HumanBlood\HumanBloodPeasant.mdl
          • Special Effect - Destroy (Last created special effect)
          • Wait 0.05 seconds
          • Unit - Cause IceImpCaster to damage IceImpPicked[1], dealing (50.00 x (Real((Level of Ice Impale for (Triggering unit))))) damage of attack type Spells and damage type Normal
          • Special Effect - Create a special effect attached to the chest of IceImpPicked[1] using Objects\Spawnmodels\Human\HumanBlood\HumanBloodPeasant.mdl
          • Special Effect - Destroy (Last created special effect)
          • Wait 0.05 seconds
          • Special Effect - Create a special effect attached to the chest of IceImpPicked[1] using Objects\Spawnmodels\Human\HumanBlood\HumanBloodPeasant.mdl
          • Special Effect - Destroy (Last created special effect)
          • Wait 0.05 seconds
          • Special Effect - Create a special effect attached to the chest of IceImpPicked[1] using Objects\Spawnmodels\Human\HumanBlood\HumanBloodPeasant.mdl
          • Special Effect - Destroy (Last created special effect)
          • Unit - Unpause IceImpPicked[1]
      • Unit Group - Pick every unit in IceImpaleGroup[2] and do (Actions)
        • Loop - Actions
          • Set IceImpPicked[2] = (Picked unit)
          • Unit - Add Storm Crow Form custom to IceImpPicked[2]
          • Unit - Remove Storm Crow Form custom from IceImpPicked[2]
          • Animation - Change IceImpPicked[2] flying height to 600.00 at 1500.00
          • Unit - Pause IceImpPicked[2]
          • Wait 1.00 seconds
          • Unit - Add Storm Crow Form custom to IceImpPicked[2]
          • Unit - Remove Storm Crow Form custom from IceImpPicked[2]
          • Animation - Change IceImpPicked[2] flying height to 0.00 at 1500.00
          • Special Effect - Create a special effect attached to the chest of IceImpPicked[2] using Objects\Spawnmodels\Human\HumanBlood\HumanBloodPeasant.mdl
          • Special Effect - Destroy (Last created special effect)
          • Wait 0.05 seconds
          • Special Effect - Create a special effect attached to the chest of IceImpPicked[2] using Objects\Spawnmodels\Human\HumanBlood\HumanBloodPeasant.mdl
          • Special Effect - Destroy (Last created special effect)
          • Wait 0.05 seconds
          • Unit - Cause IceImpCaster to damage IceImpPicked[2], dealing (50.00 x (Real((Level of Ice Impale for (Triggering unit))))) damage of attack type Spells and damage type Normal
          • Special Effect - Create a special effect attached to the chest of IceImpPicked[2] using Objects\Spawnmodels\Human\HumanBlood\HumanBloodPeasant.mdl
          • Special Effect - Destroy (Last created special effect)
          • Wait 0.05 seconds
          • Special Effect - Create a special effect attached to the chest of IceImpPicked[2] using Objects\Spawnmodels\Human\HumanBlood\HumanBloodPeasant.mdl
          • Special Effect - Destroy (Last created special effect)
          • Wait 0.05 seconds
          • Special Effect - Create a special effect attached to the chest of IceImpPicked[2] using Objects\Spawnmodels\Human\HumanBlood\HumanBloodPeasant.mdl
          • Special Effect - Destroy (Last created special effect)
          • Unit - Unpause IceImpPicked[2]
      • Unit Group - Pick every unit in IceImpaleGroup[3] and do (Actions)
        • Loop - Actions
          • Set IceImpPicked[3] = (Picked unit)
          • Unit - Add Storm Crow Form to IceImpPicked[3]
          • Unit - Remove Storm Crow Form custom from IceImpPicked[3]
          • Unit - Pause IceImpPicked[3]
          • Animation - Change IceImpPicked[3] flying height to 600.00 at 1500.00
          • Wait 1.00 seconds
          • Unit - Add Storm Crow Form to IceImpPicked[3]
          • Unit - Remove Storm Crow Form custom from IceImpPicked[3]
          • Animation - Change IceImpPicked[3] flying height to 0.00 at 1500.00
          • Special Effect - Create a special effect attached to the chest of IceImpPicked[3] using Objects\Spawnmodels\Human\HumanBlood\HumanBloodPeasant.mdl
          • Special Effect - Destroy (Last created special effect)
          • Wait 0.05 seconds
          • Special Effect - Create a special effect attached to the chest of IceImpPicked[3] using Objects\Spawnmodels\Human\HumanBlood\HumanBloodPeasant.mdl
          • Special Effect - Destroy (Last created special effect)
          • Wait 0.05 seconds
          • Unit - Cause IceImpCaster to damage IceImpPicked[3], dealing (50.00 x (Real((Level of Ice Impale for (Triggering unit))))) damage of attack type Spells and damage type Normal
          • Special Effect - Create a special effect attached to the chest of IceImpPicked[3] using Objects\Spawnmodels\Human\HumanBlood\HumanBloodPeasant.mdl
          • Special Effect - Destroy (Last created special effect)
          • Wait 0.05 seconds
          • Special Effect - Create a special effect attached to the chest of IceImpPicked[3] using Objects\Spawnmodels\Human\HumanBlood\HumanBloodPeasant.mdl
          • Special Effect - Destroy (Last created special effect)
          • Wait 0.05 seconds
          • Special Effect - Create a special effect attached to the chest of IceImpPicked[3] using Objects\Spawnmodels\Human\HumanBlood\HumanBloodPeasant.mdl
          • Special Effect - Destroy (Last created special effect)
          • Unit - Unpause IceImpPicked[3]
      • Unit Group - Pick every unit in IceImpaleGroup[4] and do (Actions)
        • Loop - Actions
          • Set IceImpPicked[4] = (Picked unit)
          • Unit - Add Storm Crow Form custom to IceImpPicked[4]
          • Unit - Remove Storm Crow Form custom from IceImpPicked[4]
          • Animation - Change IceImpPicked[4] flying height to 600.00 at 1500.00
          • Unit - Pause IceImpPicked[4]
          • Wait 1.00 seconds
          • Unit - Add Storm Crow Form custom to IceImpPicked[4]
          • Unit - Remove Storm Crow Form custom from IceImpPicked[4]
          • Animation - Change IceImpPicked[4] flying height to 0.00 at 1500.00
          • Special Effect - Create a special effect attached to the chest of IceImpUnits[4] using Objects\Spawnmodels\Human\HumanBlood\HumanBloodPeasant.mdl
          • Special Effect - Destroy (Last created special effect)
          • Wait 0.05 seconds
          • Special Effect - Create a special effect attached to the chest of IceImpUnits[4] using Objects\Spawnmodels\Human\HumanBlood\HumanBloodPeasant.mdl
          • Special Effect - Destroy (Last created special effect)
          • Wait 0.05 seconds
          • Unit - Cause IceImpCaster to damage IceImpPicked[4], dealing (50.00 x (Real((Level of Ice Impale for (Triggering unit))))) damage of attack type Spells and damage type Normal
          • Special Effect - Create a special effect attached to the chest of IceImpUnits[4] using Objects\Spawnmodels\Human\HumanBlood\HumanBloodPeasant.mdl
          • Special Effect - Destroy (Last created special effect)
          • Wait 0.05 seconds
          • Special Effect - Create a special effect attached to the chest of IceImpUnits[4] using Objects\Spawnmodels\Human\HumanBlood\HumanBloodPeasant.mdl
          • Special Effect - Destroy (Last created special effect)
          • Wait 0.05 seconds
          • Special Effect - Create a special effect attached to the chest of IceImpUnits[4] using Objects\Spawnmodels\Human\HumanBlood\HumanBloodPeasant.mdl
          • Special Effect - Destroy (Last created special effect)
          • Unit - Unpause IceImpPicked[4]
      • Unit Group - Pick every unit in IceImpaleGroup[5] and do (Actions)
        • Loop - Actions
          • Set IceImpPicked[5] = (Picked unit)
          • Unit - Add Storm Crow Form custom to IceImpPicked[5]
          • Unit - Remove Storm Crow Form custom from IceImpPicked[5]
          • Animation - Change IceImpPicked[5] flying height to 600.00 at 1500.00
          • Unit - Pause IceImpPicked[5]
          • Wait 1.00 seconds
          • Unit - Add Storm Crow Form custom to IceImpPicked[5]
          • Unit - Remove Storm Crow Form custom from IceImpPicked[5]
          • Animation - Change IceImpPicked[5] flying height to 0.00 at 1500.00
          • Special Effect - Create a special effect attached to the chest of IceImpUnits[5] using Objects\Spawnmodels\Human\HumanBlood\HumanBloodPeasant.mdl
          • Special Effect - Destroy (Last created special effect)
          • Wait 0.05 seconds
          • Special Effect - Create a special effect attached to the chest of IceImpUnits[5] using Objects\Spawnmodels\Human\HumanBlood\HumanBloodPeasant.mdl
          • Special Effect - Destroy (Last created special effect)
          • Wait 0.05 seconds
          • Unit - Cause IceImpCaster to damage IceImpPicked[5], dealing (50.00 x (Real((Level of Ice Impale for (Triggering unit))))) damage of attack type Spells and damage type Normal
          • Special Effect - Create a special effect attached to the chest of IceImpUnits[5] using Objects\Spawnmodels\Human\HumanBlood\HumanBloodPeasant.mdl
          • Special Effect - Destroy (Last created special effect)
          • Wait 0.05 seconds
          • Special Effect - Create a special effect attached to the chest of IceImpUnits[5] using Objects\Spawnmodels\Human\HumanBlood\HumanBloodPeasant.mdl
          • Special Effect - Destroy (Last created special effect)
          • Wait 0.05 seconds
          • Special Effect - Create a special effect attached to the chest of IceImpUnits[5] using Objects\Spawnmodels\Human\HumanBlood\HumanBloodPeasant.mdl
          • Special Effect - Destroy (Last created special effect)
          • Unit - Unpause IceImpPicked[5]
      • Wait 3.30 seconds
      • Custom script: call DestroyGroup (udg_IceImpaleGroup[1])
      • Custom script: call DestroyGroup (udg_IceImpaleGroup[2])
      • Custom script: call DestroyGroup (udg_IceImpaleGroup[3])
      • Custom script: call DestroyGroup (udg_IceImpaleGroup[4])
      • Custom script: call DestroyGroup (udg_IceImpaleGroup[5])
      • Custom script: call RemoveLocation (udg_BeginPointIceImp)
      • Custom script: call RemoveLocation (udg_IceImpalePoint[1])
      • Custom script: call RemoveLocation (udg_IceImpalePoint[2])
      • Custom script: call RemoveLocation (udg_IceImpalePoint[3])
      • Custom script: call RemoveLocation (udg_IceImpalePoint[4])
      • Custom script: call RemoveLocation (udg_IceImpalePoint[5])

Trigger:
  • Test
    • Events
      • Time - Every 2.00 seconds of game time
    • Conditions
    • Actions
      • Unit - Add Storm Crow Form custom to Death Knight 0164 <gen>
      • Unit - Remove Storm Crow Form custom from Death Knight 0164 <gen>
      • Animation - Change Death Knight 0164 <gen> flying height to 600.00 at 1500.00
      • Unit - Pause Death Knight 0164 <gen>
      • Wait 1.00 seconds
      • Unit - Add Storm Crow Form custom to Death Knight 0164 <gen>
      • Unit - Remove Storm Crow Form custom from Death Knight 0164 <gen>
      • Animation - Change Death Knight 0164 <gen> flying height to 0.00 at 1500.00
      • Unit - Unpause Death Knight 0164 <gen>


My problem is that with this impale, the units go up but never come back down and are still paused. For the test impale it works perfectly, but on the 1st trigger, everything dies after the Wait 1.00 seconds. I've looked at Glenphir's impale, but I wanted to alter it a bit. Also, the 1st trigger's SFX doesn't show either, nor damage. As I said the whole trigger dies after the wait.
 

Seprest

New Member
Reaction score
15
Just a suggestive question.

Is all that is in that first trigger needed? I don't know what situation it is being used in, but just looking from the outside in, I pose that question.
 

Slapshot136

Divide et impera
Reaction score
471
you have waits inside loops - these cause problems

also, the first part of the trigger should be simplified with a loop

i don't get what you are trying to do - I think it would be better if you had a separate trigger deal with each unit in the impale, and run that trigger for each unit at the correct time/distance/etc.
 

jig7c

Stop reading me...-statement
Reaction score
123
yea, waits dont' work in loops, i think its also stated in the action comment box under unit group...
 

Dirac

22710180
Reaction score
147
waits waits waits zzzzzzzzzzzzzzzzzzzzzzz

use a trigger with a periodic timer event
 

PooBucket

New Member
Reaction score
12
So, I'll make seperate impale triggers for each 4 spikes? And yes since you pointed out wait functions don't work in loops, it does say so under there. Will it work if I make seperate triggers?
 

jig7c

Stop reading me...-statement
Reaction score
123
you can always try :)
i think it'll be more than 4 triggers.. i could make this spell, but i'm too lazy..

get the waits out, and please don't ever use waits.. they are horrible.. always use timers
 

PooBucket

New Member
Reaction score
12
Trigger:
  • Ice Impale
    • Events
      • Unit - A unit Starts the effect of an ability
    • Conditions
      • (Ability being cast) Equal to Ice Impale asd
    • Actions
      • Set IceImpCaster = (Triggering unit)
      • Set BeginPointIceImp = (Position of IceImpCaster)
      • Set IceImpalePoint[1] = (BeginPointIceImp offset by 180.00 towards (Facing of (Triggering unit)) degrees)
      • Unit - Create 1 Ice Impale for (Owner of (Triggering unit)) at IceImpalePoint[1] facing Default building facing degrees
      • Set IceImpUnits[1] = (Last created unit)
      • Unit - Add a 1.30 second Generic expiration timer to IceImpUnits[1]
      • Set IceImpaleGroup[1] = (Units within 89.00 of (Position of IceImpUnits[1]) matching ((((Matching unit) is A structure) Equal to False) and ((((Matching unit) belongs to an enemy of (Owner of IceImpCaster)) Equal to True) and ((((Matching unit) is A flying unit) Equal to False) and
      • Unit Group - Pick every unit in IceImpaleGroup[1] and do (Actions)
        • Loop - Actions
          • Set IceImpPicked[1] = (Picked unit)
          • Unit - Add Storm Crow Form custom to IceImpPicked[1]
          • Unit - Remove Storm Crow Form custom from IceImpPicked[1]
          • Animation - Change IceImpPicked[1] flying height to 600.00 at 1250.00
          • Unit - Pause IceImpPicked[1]
          • Unit - Cause IceImpCaster to damage IceImpPicked[1], dealing (50.00 x (Real((Level of Ice Impale asd for IceImpCaster)))) damage of attack type Spells and damage type Normal


Trigger:
  • Ice Impale Timer
    • Events
      • Time - Every 1.00 seconds of game time
    • Conditions
    • Actions
      • Unit - Add Storm Crow Form custom to IceImpPicked[1]
      • Unit - Remove Storm Crow Form custom from IceImpPicked[1]
      • Animation - Change IceImpPicked[1] flying height to 0.00 at 1500.00
      • Special Effect - Create a special effect attached to the chest of IceImpPicked[1] using Objects\Spawnmodels\Human\HumanBlood\HumanBloodPeasant.mdl
      • Special Effect - Destroy (Last created special effect)
      • Wait 0.05 seconds
      • Special Effect - Create a special effect attached to the chest of IceImpPicked[1] using Objects\Spawnmodels\Human\HumanBlood\HumanBloodPeasant.mdl
      • Special Effect - Destroy (Last created special effect)
      • Wait 0.05 seconds
      • Special Effect - Create a special effect attached to the chest of IceImpPicked[1] using Objects\Spawnmodels\Human\HumanBlood\HumanBloodPeasant.mdl
      • Special Effect - Destroy (Last created special effect)
      • Unit - Unpause IceImpPicked[1]


Impale is working nicely, but sometimes units are stuck (paused) forever and stay in the air. Unless I cast implae on them again, they might fall back down. Also sometimes the units rise very little then fall back down.
I think this is a problem with the periodic timer? Main problem is just the stuck part D:
 

Bogrim

y hello thar
Reaction score
154
In your periodic trigger, you're only handling a single unit. This is why some of the units in your group remain paused - you're only unpausing a single one of them. Do a unit group action in your timer than a single unit action.

Furthermore, know that waits cannot go below 0.27 seconds. Anything less just becomes 0.27 seconds.
 

Chaos_Knight

New Member
Reaction score
39
Trigger:
  • Ice Impale
    • Events
      • Unit - A unit Starts the effect of an ability
    • Conditions
      • (Ability being cast) Equal to Ice Impale asd
    • Actions
      • Set IceImpCaster = (Triggering unit)
      • Set BeginPointIceImp = (Position of IceImpCaster)
      • Set IceImpalePoint[1] = (BeginPointIceImp offset by 180.00 towards (Facing of (Triggering unit)) degrees)
      • Unit - Create 1 Ice Impale for (Owner of (Triggering unit)) at IceImpalePoint[1] facing Default building facing degrees
      • Set IceImpUnits[1] = (Last created unit)
      • Unit - Add a 1.30 second Generic expiration timer to IceImpUnits[1]
      • Set IceImpaleGroup[1] = (Units within 89.00 of (Position of IceImpUnits[1]) matching ((((Matching unit) is A structure) Equal to False) and ((((Matching unit) belongs to an enemy of (Owner of IceImpCaster)) Equal to True) and ((((Matching unit) is A flying unit) Equal to False) and
      • Unit Group - Pick every unit in IceImpaleGroup[1] and do (Actions)
        • Loop - Actions
          • Set IceImpPicked[1] = (Picked unit)
          • Unit - Add Storm Crow Form custom to IceImpPicked[1]
          • Unit - Remove Storm Crow Form custom from IceImpPicked[1]
          • Animation - Change IceImpPicked[1] flying height to 600.00 at 1250.00
          • Unit - Pause IceImpPicked[1]
          • Unit - Cause IceImpCaster to damage IceImpPicked[1], dealing (50.00 x (Real((Level of Ice Impale asd for IceImpCaster)))) damage of attack type Spells and damage type Normal


Trigger:
  • Ice Impale Timer
    • Events
      • Time - Every 1.00 seconds of game time
    • Conditions
    • Actions
      • Unit - Add Storm Crow Form custom to IceImpPicked[1]
      • Unit - Remove Storm Crow Form custom from IceImpPicked[1]
      • Animation - Change IceImpPicked[1] flying height to 0.00 at 1500.00
      • Special Effect - Create a special effect attached to the chest of IceImpPicked[1] using Objects\Spawnmodels\Human\HumanBlood\HumanBloodPeasant.mdl
      • Special Effect - Destroy (Last created special effect)
      • Wait 0.05 seconds
      • Special Effect - Create a special effect attached to the chest of IceImpPicked[1] using Objects\Spawnmodels\Human\HumanBlood\HumanBloodPeasant.mdl
      • Special Effect - Destroy (Last created special effect)
      • Wait 0.05 seconds
      • Special Effect - Create a special effect attached to the chest of IceImpPicked[1] using Objects\Spawnmodels\Human\HumanBlood\HumanBloodPeasant.mdl
      • Special Effect - Destroy (Last created special effect)
      • Unit - Unpause IceImpPicked[1]


Impale is working nicely, but sometimes units are stuck (paused) forever and stay in the air. Unless I cast implae on them again, they might fall back down. Also sometimes the units rise very little then fall back down.
I think this is a problem with the periodic timer? Main problem is just the stuck part D:

Your periodic wont work. Or? You give the Dummy an expritation timer on 1.30 seconds, and have a periodic on 1 sec.
 

PooBucket

New Member
Reaction score
12
In your periodic trigger, you're only handling a single unit. This is why some of the units in your group remain paused - you're only unpausing a single one of them. Do a unit group action in your timer than a single unit action.

Furthermore, know that waits cannot go below 0.27 seconds. Anything less just becomes 0.27 seconds.

So are you trying to say I have to form a unit group again and use picked unit or else if picked unit is by itself it'll only select one target? Cause when I tested it, usually all the units came back down unless if I perhaps spam or some unlucky time, a unit would still stay up. I'll take out the waits too, I think they're kinda useless :)
 

hgkjfhfdsj

Active Member
Reaction score
55
Furthermore, know that waits cannot go below 0.27 seconds. Anything less just becomes 0.27 seconds.

Acehart
The shortest you can wait is 0.0 seconds.
How long that actually is depends on plenty of stuff (not necessarily trigger-related).

And I'll personally -rep anyone coming with "It's obviously 0.27" or similar.
:)

use Pick Every Unit in IceImpaleGroup[1] in your 2nd trigger to be safe – its probably the 0.05s wait that changed the picked unit in your 1st trigger and you got lucky when spamming it lol
 

Bogrim

y hello thar
Reaction score
154
Hgk... whatever your name is, "0.27" is a statistic number from the inaccurate results the wait action puts out. What you quoted is just an obvious statement saying that waits are inaccurate, and you still shouldn't expect waits to be less than 0.27 seconds.

Instead of using a periodic time event, run a timer and re-use the same unit group.
 

HydraRancher

Truth begins in lies
Reaction score
197
Furthermore, know that waits cannot go below 0.27 seconds. Anything less just becomes 0.27 seconds.

Acehart
:)

use Pick Every Unit in IceImpaleGroup[1] in your 2nd trigger to be safe – its probably the 0.05s wait that changed the picked unit in your 1st trigger and you got lucky when spamming it lol

I'd like to see that thread...

As far as I'm concerned, Bogrim is right and a timer is probably the safest method.

yea, waits dont' work in loops, i think its also stated in the action comment box under unit group...

I've actually said this quite a few times...
THEY DO WORK
.
There are simply certain buggs that can occur if you use (Integer A) or (Integer B). Either use a variable loop (risky) or follow Bogrims MUI loops tutorial.
 

PooBucket

New Member
Reaction score
12
Thanks! I actually never knew there was a timer function :O. That works perfectly.

Still got the stuck forever problem, can anyone detect it? >.<. I also removed one of the impales.
 
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    I bought an Ender 3 during the pandemic and tinkered with it all the time. Just bought a Sovol, not as easy. I'm trying to make it use a different nozzle because I have a fuck ton of Volcanos, and they use what is basically a modified volcano that is just a smidge longer, and almost every part on this thing needs to be redone to make it work
  • Varine Varine:
    Luckily I have a 3d printer for that, I guess. But it's ridiculous. The regular volcanos are 21mm, these Sovol versions are about 23.5mm
  • Varine Varine:
    So, 2.5mm longer. But the thing that measures the bed is about 1.5mm above the nozzle, so if I swap it with a volcano then I'm 1mm behind it. So cool, new bracket to swap that, but THEN the fan shroud to direct air at the part is ALSO going to be .5mm to low, and so I need to redo that, but by doing that it is a little bit off where it should be blowing and it's throwing it at the heating block instead of the part, and fuck man
  • Varine Varine:
    I didn't realize they designed this entire thing to NOT be modded. I would have just got a fucking Bambu if I knew that, the whole point was I could fuck with this. And no one else makes shit for Sovol so I have to go through them, and they have... interesting pricing models. So I have a new extruder altogether that I'm taking apart and going to just design a whole new one to use my nozzles. Dumb design.
  • Varine Varine:
    Can't just buy a new heatblock, you need to get a whole hotend - so block, heater cartridge, thermistor, heatbreak, and nozzle. And they put this fucking paste in there so I can't take the thermistor or cartridge out with any ease, that's 30 dollars. Or you can get the whole extrudor with the direct driver AND that heatblock for like 50, but you still can't get any of it to come apart
  • Varine Varine:
    Partsbuilt has individual parts I found but they're expensive. I think I can get bits swapped around and make this work with generic shit though

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