Raising Corpses and LS Glitch.

BarzahdX

Active Member
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Locust Swarm Glitch.

I love and use Locust Swarm all the time, however, this is my first time using a unit that doesn't fly. I've recently encountered a glitch where one of the swarming units will just stop acting; as if it's died, but no animation was played. Any hints? Am I doing something wrong?

^^^^^^^^^^^^^^^^^^^ Original Post.

EDIT: New found information.

Units stop acting after killing a unit with this trigger active.

Trigger:
  • Death Strike Kill
    • Events
      • Unit - A unit Is attacked
    • Conditions
    • Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Level of Death Strike (Ghoul) for (Attacking unit)) Greater than 1
          • (Life of (Attacked unit)) Less than or equal to ((Real((Level of Death Strike for Hero[10]))) x 25.00)
        • Then - Actions
          • Unit - Cause Hero[10] to damage (Attacked unit), dealing 100000000.00 damage of attack type Spells and damage type Death
        • Else - Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Level of Death Strike for (Attacking unit)) Equal to 1
          • (Life of (Attacked unit)) Less than or equal to 50.00
        • Then - Actions
          • Unit - Cause (Attacking unit) to damage (Attacked unit), dealing 100000000.00 damage of attack type Spells and damage type Death
        • Else - Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Level of Death Strike for (Attacking unit)) Equal to 2
          • (Life of (Attacked unit)) Less than or equal to 75.00
        • Then - Actions
          • Unit - Cause (Attacking unit) to damage (Attacked unit), dealing 100000000.00 damage of attack type Spells and damage type Death
        • Else - Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Level of Death Strike for (Attacking unit)) Equal to 3
          • (Life of (Attacked unit)) Less than or equal to 125.00
        • Then - Actions
          • Unit - Cause (Attacking unit) to damage (Attacked unit), dealing 100000000.00 damage of attack type Spells and damage type Death
        • Else - Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Level of Death Strike for (Attacking unit)) Equal to 4
          • (Life of (Attacked unit)) Less than or equal to 175.00
        • Then - Actions
          • Unit - Cause (Attacking unit) to damage (Attacked unit), dealing 100000000.00 damage of attack type Spells and damage type Death
        • Else - Actions


Check posts for any small details.
 

Weep

Godspeed to the sound of the pounding
Reaction score
400
The units have locust, if that is the reason.
It's the reason. Units with Locust don't count as targets for anything.

I've recently encountered a glitch where one of the swarming units will just stop acting; as if it's died, but no animation was played. Any hints? Am I doing something wrong?
I've seen that too, even with flying units. If the swarming units can't keep up with the caster (eg. if they get too far out of the spell's AOE setting), they sometimes just stop doing anything. I don't know why.
 

BarzahdX

Active Member
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18
Thank you for the reply! I'll remove question 1 from my post, but I still need help with question 2, it's important and happens often--and not just when out of range, mind you.
 

SanKakU

Member
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21
Thank you for the reply! I'll remove question 1 from my post, but I still need help with question 2, it's important and happens often--and not just when out of range, mind you.

perhaps they're doing it because of not having any targets in the area to attack.
 

BarzahdX

Active Member
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18
Actually, when the glitch occurs most is in the fray of enemies, believe it or not.
 

SanKakU

Member
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21
yeah, ok. just checking, i guess. uhm. idk but, it sounds like you got a problem with some system in your map screwing around with the locust ability. does a regular crypt lord locust ability have problems? i would guess so. if that's the case, i think you're using it right. there's just some strange trigger in your map somewhere screwing things up. that's my theory.

if that's not the case, there might be some field in the object editor for your ability that is screwed up.

and if that's not the case...then it would seem to me that your locust units for your locust ability are messed up somewhere. those are the only things that make sense, aside from the final obvious alternative that the units the locust units are attacking are screwed up.
 

BarzahdX

Active Member
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18
Well thanks for the help, I gave ya rep. Though I am still looking for a less generalized answer--if there is one. I'll try disabling triggers and see if the problems persist.
 

SanKakU

Member
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21
well, i would have a chance to give a less generalized answer if i had access to your map.
 

BarzahdX

Active Member
Reaction score
18
well, i would have a chance to give a less generalized answer if i had access to your map.

Eheh, sorry, I'm way too untrusting for that. :L I'm very touchy about my map.

Anyways, I found the problem! It's a trigger, I don't know WHY it does this to the unit, but it does--tell me if you spot anything I don't. Here's the trigger.

Trigger:
  • Death Strike Kill
    • Events
      • Unit - A unit Is attacked
    • Conditions
    • Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Level of Death Strike (Ghoul) for (Attacking unit)) Greater than 1
          • (Life of (Attacked unit)) Less than or equal to ((Real((Level of Death Strike for Hero[10]))) x 25.00)
        • Then - Actions
          • Unit - Cause (Attacking unit) to damage (Attacked unit), dealing 100000000.00 damage of attack type Spells and damage type Death
        • Else - Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Level of Death Strike for (Attacking unit)) Equal to 1
          • (Life of (Attacked unit)) Less than or equal to 50.00
        • Then - Actions
          • Unit - Cause (Attacking unit) to damage (Attacked unit), dealing 100000000.00 damage of attack type Spells and damage type Death
        • Else - Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Level of Death Strike for (Attacking unit)) Equal to 2
          • (Life of (Attacked unit)) Less than or equal to 75.00
        • Then - Actions
          • Unit - Cause (Attacking unit) to damage (Attacked unit), dealing 100000000.00 damage of attack type Spells and damage type Death
        • Else - Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Level of Death Strike for (Attacking unit)) Equal to 3
          • (Life of (Attacked unit)) Less than or equal to 125.00
        • Then - Actions
          • Unit - Cause (Attacking unit) to damage (Attacked unit), dealing 100000000.00 damage of attack type Spells and damage type Death
        • Else - Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Level of Death Strike for (Attacking unit)) Equal to 4
          • (Life of (Attacked unit)) Less than or equal to 175.00
        • Then - Actions
          • Unit - Cause (Attacking unit) to damage (Attacked unit), dealing 100000000.00 damage of attack type Spells and damage type Death
        • Else - Actions


EDIT: I forgot to mention; the units stop acting after they kill a unit with this trigger active.
 

denmax

You can change this now in User CP.
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155
I think it's the fact it's using (Attacking unit) - or the unit with Locust - is causing them to stop. Maybe in some weird reason locust units stop attacking if they deal trigger'd damage.

At best, try to set a variable when this skill is learned by a Hero, or set the variable when this skill is cast.

The only problem with this is that it can't be MUI.

We can find a much more complex but possible solution, but I hell forgot about everything in map-making now (2 years without it >:C)
 

BarzahdX

Active Member
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18
Yeah I changed it so the hero deals the damage, not the unit--didn't work.

I'll try using a hashtable to sense if it's the unit that is attacking and start the trigger that way. It needs to be MUI for the ability to properly work.
 

denmax

You can change this now in User CP.
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Maybe the damage is too much (just make is 1000 damage type pure)? Or maybe that Death Strike thingy is making it buggy. Shouldn't you base the ability level (from conditions) from the Hero, not the attacking unit? If that's the problem though, try adding (Unit type of (attacking unit)) into the conditions
 

BarzahdX

Active Member
Reaction score
18
I can probably chop off 3 zeros from the damage done(though I've used that same value numerous times before.) As for the conditions, I suppose it wouldn't hurt to try--though to be honest, I'm not very optimistic about the result, lol.

P.S: The hashtables didn't work. :( (Not that the hashtables themselves didn't work, rather that my issue continued to persist.)


EDIT: Testing both ideas, neither worked. I'm off for the night, keep the suggestions coming, if you have any, lol.
 

denmax

You can change this now in User CP.
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Try to use the default damage type instead of... "death"..

I think it's bad to experiment on those things. I'm not even sure if those things work :I
 

SanKakU

Member
Reaction score
21
ok, let me get this straight...you're using locust swarm for a spell...and you're trying to add to the spell some extra functions...but the locusts are stopping their attacks after killing units?

first of all...after looking at your trigger...why doesn't it read that the ability must be greater than 0? you wrote 1. secondly...why do you have all those other actions with conditions listed? they don't do anything...

i think i might've found your problem. your trigger is telling the locusts to deal 1000000 damage(or whatever the number was) to the unit that is less than however much hp...then your trigger is telling them to do that again, but by then the unit is already dead. frankly, i'm a little surprised the game doesn't crash because of this bug. whatever.

basically, the thought is to change what you posted to something like this

Trigger:
  • Death Strike Kill
    • Events
      • Unit - A unit Is attacked
    • Conditions
    • Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Level of Death Strike (Ghoul) for (Attacking unit)) Greater than 0
          • (Life of (Attacked unit)) Less than or equal to ((Real((Level of Death Strike for Hero[10]))) x 25.00)
        • Then - Actions
          • Unit - Cause (Attacking unit) to damage (Attacked unit), dealing 100000000.00 damage of attack type Spells and damage type Death
        • Else - Actions

if this doesn't work then maybe there's something wrong with your conditions? i've never tried to add to locust swarm spell, but it's a cool idea, i guess, if it'll work. i can't help you with your conditions since your code is in gui and i can't see the map. but i'm pretty sure that you missed that bug.
 

BarzahdX

Active Member
Reaction score
18
Sorry to break it to ya, but you're a little mistaken. If you look in detail at my posted trigger, the rest of the conditions are "Death Strike" not "Death Strike (Ghoul)", which pertains to another unit. The "Locusts" only have the "Death Strike (Ghoul)" so the rest of the trigger doesn't interact with them.

As for the level being greater than 1, rather than 0. The ability has 5 levels, to save room in the map and use fewer triggers, I have it set to greater than 1 purposely, it wouldn't function properly if it was greater than 0.


I'll explain exactly what the spell does.

Creates 3 "Ghoul" units through the ability "Locust Swarm", these Ghouls have the ability "Locust" and run around the hero, attacking nearby enemies and giving life back to the caster. If the hero has "Death Strike" learned, the Ghouls gain a lower-quality version of it(Death Strike (Ghoul)). Death Strike causes attacks on a target under a given threshold of life to die instantly.


I hope that helps clear up any confusion you had.



EDIT: By the way, I can remove this effect if it's necessary, it wouldn't greatly jeopardize the success of the ability. But leaving a problem unsolved would certainly erk me.
 

SanKakU

Member
Reaction score
21
so, should we try to implement what you seem to be doing and see if we get the same problem?

edit: did you try having the hero instead of his locusts deal the dmg to kill the unit?

another option is to just create a dummy unit and make it deal the dmg. did you try that?
 

BarzahdX

Active Member
Reaction score
18
Yes I changed it to the hero doing the damage--no I have not tried using a dummy, I'll do that.

Also, if you could copy my trigger and apply it to your map, it would be interesting if you find similar results.
 

SanKakU

Member
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21
so, i just need to have ghouls with locust ability be summoned by locust swarm ability and when try to make them do a death strike they would stop moving according to your dilemma, right? am i missing anything, or is that everything?
 
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