Stop a unit from casting a spell once it's clicked

M4573R

New Member
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1
I want my unit to only be able to cast an ability if no enemies are near.

I tried this:
Code:
Turn On
    Events
        Unit - A unit Is issued an order with no target
    Conditions
        (Issued order) Equal to (Order(immolation))
    Actions
        Unit Group - Pick every unit in (Units within 500.00 of (Position of (Triggering unit)) matching (((Matching unit) belongs to an enemy of (Owner of (Triggering unit))) Equal to True)) and do (Actions)
            Loop - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            If - Conditions
                (Number of units in (Last created unit group)) Equal to 0
            Then - Actions
                Trigger - Add to Out of Mana <gen> the event (Unit - (Triggering unit)'s mana becomes Less than or equal to 10.00)
                Unit - Add Ghost to (Triggering unit)
            Else - Actions
                Unit - Order (Triggering unit) to Night Elf Demon Hunter - Deactivate Immolation

It doesn't work. The spell still turns on.
 

YourFace

<span style="color:#9C9C9C;"><strong>Runner Up - T
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91
Numbers of units in last created unit group?
EDIt i dont think just because you're picking units in range is creating a unit group
 

M4573R

New Member
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Edit: I'm pretty sure it works, because it doesn't give ghost to the unit. The order for turning the spell off doesn't work.
 

YourFace

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if the condition doesn't work, then I doubt the actions after it will,
 

M4573R

New Member
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But isn't that the point of the condition? If it doesn't pass, then the 'Else' actions will take place.
??

That is kind of a dumb way of doing it. BUT this doesn't work either:

Code:
Turn On
    Events
        Unit - A unit Is issued an order with no target
    Conditions
        (Issued order) Equal to (Order(immolation))
    Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            If - Conditions
                ((Units within 500.00 of (Position of (Triggering unit)) matching (((Matching unit) belongs to an enemy of (Owner of (Triggering unit))) Equal to True)) is empty) Equal to True
            Then - Actions
                Trigger - Add to Out of Mana <gen> the event (Unit - (Triggering unit)'s mana becomes Less than or equal to 10.00)
                Unit - Add Ghost to (Triggering unit)
            Else - Actions
                Unit - Order (Triggering unit) to Night Elf Demon Hunter - Deactivate Immolation
 

BarzahdX

Active Member
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18
I don't understand the point of your condition--what is the goal of this trigger?
 

YourFace

<span style="color:#9C9C9C;"><strong>Runner Up - T
Reaction score
91
try the event
unit-starts the effect of an ability
and also create a unitgroup for the condition
 

M4573R

New Member
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1
If the unit casts the spell immolation, and there are any enemies within 500 range of him, it will turn the spell off, otherwise continue normally.

Is there a better way to stop the spell before it even fully starts?


Edit: Changing the event to starting the effect of an ability doesn't work. The trigger doesn't even run for some reason.
 

AceHart

Your Friendly Neighborhood Admin
Reaction score
1,495
> (Number of units in (Last created unit group)) Equal to 0

There is no "last created unit group" in that trigger...

Adding the same event several times to a trigger is not a good idea either.
If the event actually happens, the trigger will run several times.

I also don't think you can instantly deactivate Immolation either.
There's that 0.5 seconds casting time... and the trigger runs faster than that.

"Starts the effect" is unlikely to work, unless you cast the ability by hand on a unit.
 

M4573R

New Member
Reaction score
1
Using triggers to stop a spell

Triggers can detect when a unit begins casting a spell, or starts the effect of a spell, or is issued a spell order. How would I use these, and other triggers to stop a unit from casting a spell.

A good way to describe it is with Tiny's toss from DotA. You cast it, and it chucks a random unit that is around you, but if the unit walks away at the right time, it would waste the cooldown and mana. But it was patched to prevent this. There should be a way to stop a unit from casting a spell right when he starts. I tried using the issue order - stop trigger, but it didn't work :(. Maybe I wasn't using it with the right event.
 

perkeyone

something clever
Reaction score
71
maybe you could try pausing and then unpausing the unit?
or some kind of "cancel last issued order" thing
 

vypur85

Hibernate
Reaction score
803
> Maybe I wasn't using it with the right event

Code:
Event
 [B]A unit begins casting an ability[/B]
Condition
 Ability being cast Equal to YourAbility
Actions
 If then else
   Whatever your condition to stop the ability is here
 Then - Actions
   Unit - Order (Triggering unit) to Stop
 Else - Actions

The above will stop unintended spell casting, depending on conditions, and retain mana and cooldown.
 

M4573R

New Member
Reaction score
1
Its doing what it did before. Its half working. The if check is running, but it won't stop the spell. I think it's because I based it off immolation, and since its an instant toggle, you can't stop it.

Code:
Turn On
    Events
        Unit - A unit Begins casting an ability
    Conditions
        (Ability being cast) Equal to Enshroud 
    Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            If - Conditions
                ((Units within 500.00 of (Position of (Triggering unit)) matching (((Matching unit) belongs to an enemy of (Owner of (Triggering unit))) Equal to True)) is empty) Equal to True
            Then - Actions
                Trigger - Add to Out of Mana <gen> the event (Unit - (Triggering unit)'s mana becomes Less than or equal to 10.00)
                Unit - Add Ghost to (Triggering unit)
            Else - Actions
                Unit - Order (Casting unit) to Stop
 

vypur85

Hibernate
Reaction score
803
> I based it off immolation

Yeah. It's an instant spell. You can't cancel it using my way above. Try this instead:


Code:
Turn On
    Events
        [B]Unit - A unit is issued an order with no target[/B]
    Conditions
        [B](Issued order) Equal to Order(immolation)[/B]
    Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            If - Conditions
                ((Units within 500.00 of (Position of (Triggering unit)) matching (((Matching unit) belongs to an enemy of (Owner of (Triggering unit))) Equal to True)) is empty) Equal to True
            Then - Actions
                [B]If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                    If - Conditions
                        (Triggering unit) is in UNITGROUP Equal to False
                    Then - Actions
                        Trigger - Add to Out of Mana <gen> the event (Unit - (Triggering unit)'s mana becomes Less than or equal to 10.00))
                        Unit group - Add (Triggering unit) to UNITGROUP
                    Else - Actions[/B]
                Unit - Add Ghost to (Triggering unit)
            Else - Actions
                Wait 0.20 second game-time
                [B]Unit - Order ([I]Triggering unit[/I]) to Unimmolation[/B]

Try the above bolded stuff. But it won't prevent the cast. Just stops the cast after 0.20 seconds.
 
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