Some Issues with Collision data.

Well this has gone on for a long time...but what if u give it a .1 second casting time and set the point when he starts casting (the casting time) then set the point... wouldnt that get the right one? then just use in next trigger... only .1 seconds to be off :P
 
I've set the casting time to anything from .01 - .10 and my trigger's aren't activating for some reason... Here are the two i'm working with:

Code:
Decoy
    Events
        Unit - A unit Begins casting an ability
    Conditions
        (Ability being cast) Equal to Decoy 
    Actions
        Set Dec_CasterPoint = (Position of (Casting unit))
        Trigger - Run Decoy Summoned <gen> (ignoring conditions)
Code:
Decoy Summoned
    Events
        Unit - A unit Spawns a summoned unit
    Conditions
        0 Equal to 1
    Actions
        Unit - Turn collision for (Summoning unit) Off
        Unit - Turn collision for (Summoned unit) Off
        Unit - Move (Summoning unit) instantly to Dec_CasterPoint, facing (Facing of (Summoned unit)) degrees
        Unit - Move (Summoned unit) instantly to (Position of (Summoning unit)), facing (Facing of (Summoning unit)) degrees
 
Well, since 0 isn't equal to 1, your second trigger will never run.
 
I told it to ignore conditions when my first trigger runs it. Shouldn't that run it regardless of the imposibility of 0 equaling 1?
 
I know why it doesnt work, because when u run a trigger it doesnt use the event... since it doesnt use the event 'summoned unit' does not exist...
 
If the summoned unit did work before u put the condition in there, then take out the condition and add 'unit-type of (summoning unit) equal to (blademaster) or w/e
 
AHA!

Gah, sorry, but I FINALLY got it. If you give the spell a very slight casting delay such as .01 (as Rad suggested), then there is a slight difference between "starts the effect of an ability" and "begins castign an ability". Using the latter of the two gives you just enough time to record where you were before casting the ability. From there it's just a matter of turn colisions off and moving the units around.

Here are my two triggers:
Code:
Decoy
    Events
        Unit - A unit Begins casting an ability
    Conditions
        (Ability being cast) Equal to Decoy 
    Actions
        Set Dec_CasterPoint = (Position of (Casting unit))
        Set Dec_SummonOn = True

Code:
Decoy Summoned
    Events
        Unit - A unit Spawns a summoned unit
    Conditions
        Dec_SummonOn Equal to True
    Actions
        Unit - Turn collision for (Summoning unit) Off
        Unit - Turn collision for (Summoned unit) Off
        Unit - Move (Summoning unit) instantly to Dec_CasterPoint, facing (Facing of (Summoned unit)) degrees
        Unit - Move (Summoned unit) instantly to (Position of (Summoning unit)), facing (Facing of (Summoning unit)) degrees

And those two triggers will spawn a blue tinted copy right on top of yourself, with absolutly no glitching or bumping^^
 
Sargon said:
Well, since 0 isn't equal to 1, your second trigger will never run.

Oh man thats a good quote... to bad it wasnt like that or I would be spreading this everywhere... Not saying you didnt notice or anything though Sargon, showing this with just the condition would be hella funny wudnt it :D

Oh and also you check if that 'DecOn' is true or w/e... but u dont set it false when trigger ends... so that might make bugs (But i dont know all its used for)
 
Lol, yeah it is a pretty funny quote, feel free to use that trigger if you want, I have no problem with it XD

and yeah i know it doesn't reset, i'm adding that in, i was jsut so happy i got it to work! lol. good time figuring it out though. And no worries, i'll ahve another problem before too long. It should be enough to say i'm going to make an ability called "Chaos Scramble".

Mrow!
 
Yeah well Im glad you got it working... but I dont think I will ever use this spell mainly because its from DotA :P

More problems more entertanment... yay problems!
 
Lol, well to be hoenst i had the idea before i was playing DotA, but i saw how smoothly they made it work, so i knew it was possible, and so, being a perfectionist, had to have it that way.

i'm not really thrilled with the DotA staff myself. First copying the origonal is down right dirty, then i got a real ansty reply when i asked for help. Sneaky bastards, steal an idea, then protect it with all there might. Well, if i ever make anything like that, i'll help anyone wanting to learn.

But, i ment you could use that trigger for a sig or something, you made the comment about doing that, so i said it's fine if you want.
 
Here is the trigger used in DotA as of 6.04b(they started using some protector so I can't acess later versions). Sorry it is in Jass.
===========================================================================
// Trigger: Dopplewalk
//
// SPELLCASTER
//===========================================================================
function Trig_Dopplewalk_Conditions takes nothing returns boolean
if ( not ( GetSpellAbilityId() == 'A0D7' ) ) then
return false
endif
return true
endfunction

function Trig_Dopplewalk_Actions takes nothing returns nothing
set udg_DPWalker = GetTriggerUnit()
call CreateNUnitsAtLocFacingLocBJ( 1, 'e00E', GetOwningPlayer(GetTriggerUnit()), GetUnitLoc(GetTriggerUnit()), GetUnitLoc(GetTriggerUnit()) )
call UnitAddItemByIdSwapped( 'I010', GetLastCreatedUnit() )
call UnitUseItemTarget( GetLastCreatedUnit(), GetLastCreatedItem(), GetTriggerUnit() )
endfunction

//===========================================================================
function InitTrig_Dopplewalk takes nothing returns nothing
set gg_trg_Dopplewalk = CreateTrigger( )
call TriggerRegisterAnyUnitEventBJ( gg_trg_Dopplewalk, EVENT_PLAYER_UNIT_SPELL_EFFECT )
call TriggerAddCondition( gg_trg_Dopplewalk, Condition( function Trig_Dopplewalk_Conditions ) )
call TriggerAddAction( gg_trg_Dopplewalk, function Trig_Dopplewalk_Actions )
endfunction

//===========================================================================
// Trigger: Dopplewalk Move
//===========================================================================
function Trig_Dopplewalk_Move_Conditions takes nothing returns boolean
if ( not ( UnitHasBuffBJ(GetTriggerUnit(), 'B03A') == true ) ) then
return false
endif
return true
endfunction

function Trig_Dopplewalk_Move_Actions takes nothing returns nothing
call SetUnitPositionLoc( GetTriggerUnit(), GetUnitLoc(udg_DPWalker) )
endfunction

//===========================================================================
function InitTrig_Dopplewalk_Move takes nothing returns nothing
set gg_trg_Dopplewalk_Move = CreateTrigger( )
call TriggerRegisterEnterRectSimple( gg_trg_Dopplewalk_Move, GetPlayableMapRect() )
call TriggerAddCondition( gg_trg_Dopplewalk_Move, Condition( function Trig_Dopplewalk_Move_Conditions ) )
call TriggerAddAction( gg_trg_Dopplewalk_Move, function Trig_Dopplewalk_Move_Actions )
endfunction

//===========================================================================
 
Some of that I can understand, especially the length... Yours looks better kitt... even though its probrably JASS b/c protection :rolleyes: But still 4 triggers?
 
Hmm, well i'm finishing it up, it should only span two triggers. i'll post it once i get it all fine tuned.
 
Kitt said:
Hmm, well i'm finishing it up, it should only span two triggers. i'll post it once i get it all fine tuned.

If you meant the JASS was 2 triggers... well i dont get whats with the
/============================================= but only 2 of those have a trigger name sooo...
 
:P My bet is that the skill was based on windwalk which makes the caster have no collision and be able to move through units and is invisable.. Then they just created a illusion when the abillity was casted on top of the caster...

:nuts: Knowing how bad Dota games are at triggers...(But thats a whole other story..) This sounds like something that the people that made Dota..

And this requires like only one trigger...
 
I thought of that but I couldnt think of how to make an illusion, even though now its perfectly clear to use a dummy unit and cast that item that makes an image of a unit... something like that anyways :rolleyes:
 
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