Quick help needed: entangling roots problem

  • Thread starter Thread starter lazarusxl
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lazarusxl

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when a hero casts entangling roots on a creep (in a TD) that has been ordered to move to the next waypoint (region) it does not move again when the entangling roots are over.
I already had this trigger:
event: unit ordered a target with no order
conditon: order equal to stop
action: move triggering unit to Center of End Goal.

this trigger does work, but it doesn't work with entangle.

I found this solution:

event: unit begins casting an ability
condition: ability being cast equal to Entangling Roots
action: add target unit of ability being cast to unit group stuckUnits

event: every 1 second of game time
action: pick every unit in stuckUnits and do unit - move to Center of End Goal

DOES NOT WORK! :banghead:

I changed the trigger to this:
event: unit begins casting an ability
condition: ability being cast equal to Entangling Roots
action: wait 15.10 seconds
game - display to player 1 red the text "the name of the target unit = "+name of (target unit of ability being cast)
move target unit of ability being cast to Center of End Goal

In the game it (only) prints: "the name of the target unit = "
and the targeted unit doesn't move.

HELL! :mad: Only Entangling Roots seems to have this problem. After Sleep, Arial Shackles, Bash and Web the targeted units are being recognised as 'units issued an order with no target" or just normally resume their way.
 
A large and long answer

Right, i was thinking for a moment and thought of something which might be of use.

Try placing square regions around the map and do a trigger like this:

Code:
Events:
____A unit enters (region)

Conditions:
____unit-type of (triggering unit) not equal to (worker)
-repeat condition for any possible units that arent creeps-

Actions:
Order (triggering unit) to move (next region)

and if that doesn't help, you can try using something which i thought of for tds.

I call them "toothpicks", they're a unit version of anti-stuck towers. You could add them to each player if my trigger doesn't work ( you dont have to give credit if you use toothpicks)

Hope this helps
~Jindo
 
I have over a hundred of those regions on my map already. In real life it doesn't quite work like you would expect. read my description of the Webbed air units below.

I'll give the Hero another ability till I know a good answer. It just should be possible with either a trigger or by somehow changing the stun ability of Entangling Roots, cause Bash and Sleep both have "stunned (PAUSE)". I looked for it, but I couldn't find it.

I have problems with the Web ability too, but different: at least they move again after being webbed down but then something else happens. I'll explain.

What happens is this:
an air unit gets webbed down.
When the web is over the air unit is now equal to a unit that 'has been issued an order with no target',
so my 'unit with no order' trigger kicks in and sends the flying unit to the center of the map, where the End Goal region is.
the air unit now enters an area, just like you described
the attached trigger sends the air unit back to the right region
BUT.... while trying to get back to the right region, another web tower webs the unit down again. NOTE: the air unit is still in the send-back-to-the-right-place region (I will call it region X next time ;)).
Now the air unit loses its web buff again and is again considered a unit that has been issued an order with no target and the 'unit with no order' trigger kicks in again and the air unit now flies directly to the center of the map, leaving region X on the wrong side.
Only pathing blockers work flawlessly, but my builders are flying units too so it seems no option to add air pathing blockers, or does it?
 
There ARE air pathing blockers, so I don't understand why you don't just use them too...That seems to solve that problem very well, does it not?
 
lazarusxl said:
my builders are flying units too so it seems no option to add air pathing blockers

also I am not sure if I can build a building on a spot were an air pathing blocker is

Why are my builders flying?
Well the building areas are higher terrain and I dont want to make ramps, because then the walking creeps will be able to use them too.
 
Little bit of advice...Try it!

:D Learn from experience...That's how I got triggers at all, I opened up a map (the Monolith map, I think) and just looked at all the triggers...Actually, that's a good one because it has a lot of trigger comments...But since you're making a TD, why not open up the two TD maps that Blizzard's made? Azure TD and Azeroth Jail TD, or something like that...Well, that was the theme, you get what I mean! :P
 
Well, "air blockers" block air, hence the name...

Since every unit comes with a custom value, if you're desperate enough,
use it to remember what region that unit is supposed to go to...
 
> so my builders should be air units, no?

Who knows? :)

Actually, the perfect worker would be the one that doesn't need to move at all!
Just click your building, find a nice spot on the map, done.
The building builds itself, no worker required to actually walk there,
or blink there, or teleport or whatever there.
Not to mention constructing it...
The building just "appears" and you can "forget" about it, once put.

That's just me, of course, YMMV ;)
 
lazarusxl said:
I found this solution:

event: unit begins casting an ability
condition: ability being cast equal to Entangling Roots
action: add target unit of ability being cast to unit group stuckUnits

event: every 1 second of game time
action: pick every unit in stuckUnits and do unit - move to Center of End Goal

DOES NOT WORK! :banghead:

I looked this up from Blizzard's TD... :/

I can try to find out how to use the custom variables. I've read something about that too in Blizzard's TD.
If it will take me more than a day to create it, well it won't be in the next map update. I want to release it! Only the entangling roots bug and the web bug are remaining and I already spent hours trying to tackle it. I'll test the map with some air pathing blockers and try every movement type of the builders out (for the x'th time) :(

The solutions I have at this moment are: 1 change the entangling roots into purge or similar 2 I'll leave the web ability like it is: it doesn't really damage the game: because the air units are stunned for a long period of time, though they leave the lanes the players will have sufficient time to kill them.
 
AceHart said:
> so my builders should be air units, no?

Who knows? :)

Actually, the perfect worker would be the one that doesn't need to move at all!
Just click your building, find a nice spot on the map, done.
The building builds itself, no worker required to actually walk there,
or blink there, or teleport or whatever there.
Not to mention constructing it...
The building just "appears" and you can "forget" about it, once put.

That's just me, of course, YMMV ;)
I'll think about the idea. I am not pursuaded that it improves the game play yet.
I'll try to test the map with the air pathing blockers first like I said in last post and see whatever solution it may bring, but thanks for the original idea. :)
 
event: unit ordered a target with no order
conditon: order equal to stop
action: move triggering unit to Center of End Goal.


remove the condition.. that cant happen cuz stop is an order and u said "no order"
 
but he says order is equal to stop when there is no order given in the frist place
 
I've never had the condition "... to Stop" in my trigger. It didn't work without that line, I saw this condition today in Blizzard's TD. I thought what the heck I'll give it a try, but it doesn't make a difference. I will remove it again right away.

PS In the mean while I tested all kinds of movement types for my builders and the possibility of building on a spot were an air pathing blocker is. Well for the last one: you can't, but I have sufficient room on the monster lanes, so I can put them there if I find a way that the builders
1 can move to a lower terrain without walking around it
2 can move right through the Air Pathing blockers
3 can not move trough Ground Pathing blockers or Pathing blockers Both

If I could make good use of the Custom Variable the whole Web Problem would be fixed. :) (I'll store the region where the unit is supposed to go to and update the value every time the unit enters a new correct area) I will try to figure it out right away.

Still Entangling roots will remain a problem since after entangling roots is over (creep loses the buff) the creep doesn't seem to be considered as any usable unit (for a trigger) at all: it's appearantly neither the "target unit of ability being cast", nor the "target unit" and I can't find any option that says "unit - unit loses a buff" / "unit - unit loses an ability" / "unit is being affected by an ability" or alike. :confused:
 
wait the unit telports to a region and then is supposed to move?

then just do this

event - unit enters region (ur region here__)

cond - unit equal to (maul runner)

action - order unit to move to (center of(endgoal))
 
no teleporting...
a creep follows a path of waypoints, either walking or flying
 
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