Making units fly when they cast a spell

hellblazer-1

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3
Hey Everyone

i have a problem here, I made a triggered spell - similar to jump, for my movie. A wall is attacked by a siege engine and is obliterated, and I wanted the units on top of it to "go flying away". There are about 20 or so units on the wall, each meant to cast the ability to a random point in the nearby region, making it look like they are randomly being tossed away.

Now, i gave all of these units the ability called Jump, and tell them to cast it when the wall is destroyed. All the units are flying, but for some reason, what I'm trying to make happen just isn't hapenning :nuts:.... The triggers are as follows ---

Code:
jump
    Events
        Unit - A unit Starts the effect of an ability
    Conditions
        (Ability being cast) Equal to Jump 
    Actions
        Unit - Order (Triggering unit) to Move To (Target point of ability being cast)
        Animation - Change (Triggering unit) flying height to (Random real number between 400.00 and 750.00) at 500.00
        Wait 3.00 seconds
        Animation - Change (Triggering unit) flying height to 0.00 at 2000.00

Could somebody please tell me how to make this stuff work? I'm truly stumped on it xD
Thanks!!!
 

Dinowc

don't expect anything, prepare for everything
Reaction score
223
u cant make a unit to fly....
but there is a way:
make another unit just same like the original one (just copy him) and change his movement from "foot" to "fly"
then add metamorphosis ability to both units that switches between them and make the trigger run the spell
I hope u understand what I mean...

I know this works because I made a dragon that can walk AND fly!
 

Daskunk

SC2 Forum MVP - TheSkunk #386
Reaction score
186
u cant make a unit to fly....
Yes you can...

I dont get what problem your having with it. You say "All the units are flying" and then you say "what I'm trying to make happen just isn't hapenning". Whats it not doing that it should?
 

hellblazer-1

New Member
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basically, I want the units to do what the trigger is telling it, but its not hapenning
by the way, the units on the wall already have hover as movement type, not foot.
 

Daskunk

SC2 Forum MVP - TheSkunk #386
Reaction score
186
basically, I want the units to do what the trigger is telling it, but its not hapenning
by the way, the units on the wall already have hover as movement type, not foot.
So the ability works, but when the wall busts they don't all cast it, you mean?
 

hellblazer-1

New Member
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3
I don't know if they cast it or not, but the actions in the trigger are not firing... so... hmm - none of the units are doing it. I'm telling the units each (with an individual trigger per unit) to human mortar team flare random point in nearby region. Jump is based of flare, but maybe thats got something to do with it.
 

ManyTimes

I'm so lonesome I could cry...
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293
400.00 and 750.00) at 500.00
Wait 3.00 seconds

Gravity sucks?
Is the trigger enabled? initially on?
Check the units/abilities/mana cost/cooldown/requirements on the ability... Specially "Stats - Movement Type - Fly". If it is not fly, change it to fly, or try this trigger:
Code:
Actions
    Unit - Add Crow Form to (Triggering unit)
    Unit - Remove Crow Form from (Triggering unit)
    Animation - Change (Triggering unit) flying height to 200.00 at 400.00
    Wait 2222.00 seconds
    Animation - Change (Triggering unit) flying height to 0.00 at 500.00

Sure you order them to cast flare? At a point that is within the range... Show us the trigger you where you order them to cast flare/jump.
 

hellblazer-1

New Member
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3
ok, i did order them to cast flare, and the target is easily in range. Yes to all the other questions, except the unit uses hover as movement type - not fly. I'll change it then give it a go :)

Thanks for your help!

edit - nup, nothing. After changing to fly, still nothing hapenned :( I'll give that trigger of yours a go.
edit edit - no, those other triggers have no effect either :(

Here are triggers for units casting the ability --- and yes, the trigger is run by a previous trigger with the action - trigger - run fling archer gen

Code:
Fling Archers
    Events
    Conditions
    Actions
        Unit - Order Other Archer 0357 <gen> to Human Mortar Team - Flare (Random point in WOOOOOOO <gen>)
        Animation - Play Other Archer 0357 <gen>'s death animation
        Unit - Order Other Archer 0358 <gen> to Human Mortar Team - Flare (Random point in WOOOOOOO <gen>)
        Animation - Play Other Archer 0358 <gen>'s death animation
        Unit - Order Other Archer 0354 <gen> to Human Mortar Team - Flare (Random point in WOOOOOOO <gen>)
        Animation - Play Other Archer 0354 <gen>'s death animation
        Unit - Order Other Archer 0353 <gen> to Human Mortar Team - Flare (Random point in WOOOOOOO <gen>)
        Animation - Play Other Archer 0353 <gen>'s death animation
        Unit - Order Other Archer 0352 <gen> to Human Mortar Team - Flare (Random point in WOOOOOOO <gen>)
        Animation - Play Other Archer 0352 <gen>'s death animation
        Unit - Order Other Archer 0351 <gen> to Human Mortar Team - Flare (Random point in WOOOOOOO <gen>)
        Animation - Play Other Archer 0351 <gen>'s death animation
        Unit - Order Other Archer 0350 <gen> to Human Mortar Team - Flare (Random point in WOOOOOOO <gen>)
        Animation - Play Other Archer 0350 <gen>'s death animation
        Unit - Order Other Archer 0349 <gen> to Human Mortar Team - Flare (Random point in WOOOOOOO <gen>)
        Animation - Play Other Archer 0349 <gen>'s death animation
 

Daskunk

SC2 Forum MVP - TheSkunk #386
Reaction score
186
Try basing it off somthing other then flare?

Theres no events in that trigger btw.. How does it run??

All the achers have flare, it costs no mana?
 

hellblazer-1

New Member
Reaction score
3
no, it doesn't cost mana, yes, the trigger is run... (by another trigger...) phew this one is not wanting to work xD!!!

I'ma try this differently....

--- EDIT ---

ok, here is my new trigger, which does away with the whole spell part. Hope it works this time xD and thanks everyone for helping!
Code:
Fling Men
    Events
    Conditions
    Actions
        Unit Group - Pick every unit in (Units in Wall Effects <gen>) and do (Actions)
            Loop - Actions
                Animation - Change (Picked unit) flying height to (Random real number between 800.00 and 1200.00) at 500.00
                Unit - Order (Picked unit) to Move To (Random point in WOOOOOOO <gen>)
                Wait 3.00 seconds
                Animation - Change (Picked unit) flying height to 0.00 at 700.00
                Wait 2.00 seconds
                Unit - Kill (Picked unit)
 

hellblazer-1

New Member
Reaction score
3
Thanks Darth Fett, I noticed that and fixed it :) Here is the new trigger - its working partly, the units all move up (random heights, and then come crashing down). They still don't move forwards like the trigger is telling them though :S
All the units are doing it, they just won't move forwards (Move picked unit instantly to pos of picked unit offset by 5 towards pos of picked unit)

Code:
Fling Men
    Events
    Conditions
    Actions
        Unit Group - Pick every unit in (Units in Wall Effects <gen>) and do (Actions)
            Loop - Actions
                Animation - Change (Picked unit)'s animation speed to 0.00% of its original speed
                Animation - Change (Picked unit) flying height to (Random real number between 1000.00 and 1500.00) at 300.00
                Animation - Play (Picked unit)'s death animation
        Wait 1.50 seconds
        Trigger - Turn on Footman fly <gen>
        Wait 3.00 seconds
        Trigger - Turn off Footman fly <gen>

Code:
Footman fly
    Events
        Time - Every 0.01 seconds of game time
    Conditions
    Actions
        Set Footmen_Fly_Height = ((Current flying height of (Picked unit)) - 5.00)
        Unit Group - Pick every unit in (Units in Wall Effects <gen>) and do (Unit - Move (Picked unit) instantly to ((Position of (Picked unit)) offset by 5.00 towards (Facing of (Picked unit)) degrees))
        Unit Group - Pick every unit in (Units in Wall Effects <gen>) and do (Actions)
            Loop - Actions
                Animation - Change (Picked unit) flying height to Footmen_Fly_Height at 400.00
 
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