Some help for my map...

Have you tried changing the dummy's model to see if it actually casts for the entire 6 waves, without dying or moving away sometime in between? That might shed some light on whether it's an AI, Object Editor or trigger-related problem.

Also, Locust usually renders the unit invulnerable to any other spell (unless, of course, you manually remove it with a trigger).
 
Have you tried changing the dummy's model to see if it actually casts for the entire 6 waves, without dying or moving away sometime in between? That might shed some light on whether it's an AI, Object Editor or trigger-related problem.

Yeah, I already tried that, and the dummy actually does nothing after cast the first wave, it just stands there... Also I have set the acquisition range and movement speed to 0.00/0 to make sure the dummy doesn't go anywhere or tries to engage other enemies...
 
It isn't hard to test to see if it's AI issue or not. You add your dummy into the map and manually make it cast the spell. If it casts without any problems, then it's AI issue. If it doesn't then it's something else.
 
Oh. Try to set the acquisition range to a large number. Fx. 5000.
Set: Combat - Attacks Enabled = NONE
Set: Stats - Can Flee = False

I'm also fairly sure the dummy unit MUST be able to see the target location if a channel ability is to work.
 
Think so too. The area should be visible.
My advice is to spawn the dummy unit at the target location for the spell and give it a sight range of at least 350.
 
It isn't hard to test to see if it's AI issue or not. You add your dummy into the map and manually make it cast the spell. If it casts without any problems, then it's AI issue. If it doesn't then it's something else.
I already tried that, and the dummy is just Stop after cast the first wave...
Oh. Try to set the acquisition range to a large number. Fx. 5000.
Why the acquisition range has to be so big, isn't that make the dummy will engage every enemy in 5000 range(if attack enabled is set to one of available attack (1/2), but my dummy's attack enabled has already set to None)...? Meanwhile, if you want to channel a spell the caster should not move to engage any other enemies, or it will cancel the channels...
Think so too. The area should be visible.
My advice is to spawn the dummy unit at the target location for the spell and give it a sight range of at least 350.
Yes, the dummy has 800 range of sight (day n night)...

Now, just forget it, it already work...
I simply delete all the triggers, variables, dummy unit, and the spell itself, then start it again from the start all over again with the same method and it completely work, even though I don't know why...
Maybe what vypur said was right, it happens in random, and lucky for them who never get this problem...
 
Why the acquisition range has to be so big, isn't that make the dummy will engage every enemy in 5000 range(if attack enabled is set to one of available attack (1/2), but my dummy's attack enabled has already set to None)...? Meanwhile, if you want to channel a spell the caster should not move to engage any other enemies, or it will cancel the channels...

Glad it works for you.

To answer your question in the quote.
Sometimes (can't remember when) a unit will not cast spells beyond it's acquisition range.
And when you have disabled both attacks it will never (and can't) try to move to, or track down, an enemy unit.
 
It's best to be safe. Just make it invulnerable, what's the issue? WC3 has a lot of situation combinations.

EDIT: I was referring to the locust & invulnerable question.
 
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  • The Helper The Helper:
    https://www.thehelper.net/pages/news/ is a link to the old news portal - i will integrate it into the interface somewhere when i figure it out
  • Ghan Ghan:
    Need to try something
  • Ghan Ghan:
    Hopefully this won't cause problems.
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    Hmm
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    I have converted the Headline News forum to an Article type forum. It will now show the top 20 threads with more detail of each thread.
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    See how we like that.
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    I do not see a way to go past the 1st page of posts on the forum though
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    It is OK though for the main page to open up on the forum in the view it was before. As long as the portal has its own URL so it can be viewed that way I do want to try it as a regular forum view for a while
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    Yeah I'm not sure what the deal is with the pagination.
  • Ghan Ghan:
    It SHOULD be there so I think it might just be an artifact of having an older style.
  • Ghan Ghan:
    I switched it to a "Standard" article forum. This will show the thread list like normal, but the threads themselves will have the first post set up above the rest of the "comments"
  • The Helper The Helper:
    I don't really get that article forum but I think it is because I have never really seen it used on a multi post thread
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    RpNation makes more use of it right now as an example: https://www.rpnation.com/news/
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    What do you think Tom?
  • tom_mai78101 tom_mai78101:
    I will have to get used to this.
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    The latest news feed looks good
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    I would like to see it again like Ghan had it the first time with pagination though - without the pagination that view will not work but with pagination it just might...
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    This drink recipe I have had more than a few times back in the day! Mind Eraser https://www.thehelper.net/threads/cocktail-mind-eraser.194720/
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    still a few hours
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    Thursday 7/10 would Thursday again
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