Target point effect not working

Crusher

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Trigger:
  • Ceremonial Book
    • Events
      • Unit - A unit Starts the effect of an ability
    • Conditions
      • (Ability being cast) Equal to Ceremonial Book
    • Actions
      • Set TempLoc46 = (Target point of ability being cast)
      • Animation - Play (Triggering unit)'s spell animation
      • Special Effect - Create a special effect at TempLoc46 using Abilities\Spells\Orc\AncestralSpirit\AncestralSpiritCaster.mdl
      • Special Effect - Destroy (Last created special effect)
      • Custom script: call RemoveLocation (udg_TempLoc46)


So, it's a basic item spell (Magic Devour) which is supposed to create special effect at casting point. But, it does not work. I don't know what's causing the problem, I also tried to set in the object editor, didn't worked out as well.
 

Tru_Power22

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Use the event uses an item instead. You don't cast with an item. Use the condition item being manipulated to check which item it is.
 

Virus

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Well it's quite easy. You create and destroy that special effect in a matter of milliseconds.
Put a
Trigger:
  • Wait 3 seconds
or whatever between create and destroy.

Think that this should solve it.
 

Nighthawk

New Member
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Agreed with virus, it takes milliseconds for your computer to run through those two special effect commands. It doesn't have time to play through the animation before it has to stop it.

If that doesn't work, then try using a different effect. Some of these spells effects seem like they would be noticable in the object editor, but in practice you can barely see them.
 

vypur85

Hibernate
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As others have said...

The reason is because 'Abilities\Spells\Orc\AncestralSpirit\AncestralSpiritCaster.mdl' has no death animation.
 

Virus

New Member
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Actually 'Abilities\Spells\Orc\AncestralSpirit\AncestralSpiritCaster.mdl' DOES have an animation.
 

vypur85

Hibernate
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> DOES have an animation

It does. Only the 'birth'. Not the 'death', if I remember correctly.


> You create and destroy that special effect in a matter of milliseconds

This is a wrong statement. If the effect has death animation, creating and destroying will still show the effect. Take Footman for example, if you create and kill immediately, what do you see? It doesn't just disappear, it plays... the death animation. Same goes to effects.
 

Crusher

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So, the solution will be just creating an effect at the targeted position, storing the effect into a variable and then removing it for 3 seconds?
 

Virus

New Member
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Here's your working trigger (tested):

Trigger:
  • Events
    • Unit - A unit Begins casting an ability. (not "starts the effect of")
    • Conditions
      • (Ability being cast) Equal to YourAbility
    • Actions
      • Set TempLoc46 = (Target point of ability being cast)
      • Animation - Play (Triggering unit)'s spell animation
      • Special Effect - Create a special effect at TempLoc46 using Abilities\Spells\Orc\AncestralSpirit\AncestralSpiritCaster.mdl
      • Wait 3.00 seconds (And yes, you need this wait, otherwise the effect doesn't show up)
      • Special Effect - Destroy (Last created special effect)
      • Animation - Play (Triggering unit)'s stand animation
      • Custom script: call RemoveLocation (udg_TempLoc46)
 

Komaqtion

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Though, for the first that'll bug if another unit casts the spell within those 3 seconds...

And, why change the event ? :S

And that trigger leaks too now, because the "Set TempLoc46 = (Target point of ability being cast)" variable should be destroyed before the wait ;)

I'd suggest making this MPI, like this:
Trigger:
  • Ceremonial Book
    • Events
      • Unit - A unit Starts the effect of an ability
    • Conditions
      • (Ability being cast) Equal to YourAbility
    • Actions
      • Set TempLoc46 = (Target point of ability being cast)
      • Animation - Play (Triggering unit)'s spell animation
      • Special Effect - Create a special effect at TempLoc46 using Abilities\Spells\Orc\AncestralSpirit\AncestralSpiritCaster.mdl
      • Set Ceremonial_Effect[(Player number of (Owner of (Triggering unit)))] = (Last created special effect)
      • Custom script: call RemoveLocation (udg_TempLoc46)
      • Wait 1.25 seconds
      • Special Effect - Destroy Ceremonial_Effect[(Player number of (Owner of (Triggering unit)))]
      • Animation - Play (Triggering unit)'s stand animation


That's an MOPI, leakless and efficient version ;)

(Though freehanded :p)
 

Moridin

Snow Leopard
Reaction score
144
Komaqtion's seems the most efficient+leakless+Multi-instanceable of the triggers here.

@Virus: If you use "Unit - A unit begins casting an ability" then the event can be exploited by casting and then ordering an immediate stop with the S key. Starts the effect of an ability ensures that the effect of that particular ability has started, with the mana cost deducted and the cooldown started.
 

Komaqtion

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Komaqtion's seems the most efficient+leakless+Multi-instanceable of the triggers here.

Thanks :D

Though, of course you could make it MUI...

Here's an MUI version ;)
Trigger:
  • Ceremonial Block
    • Events
      • Unit - A unit Starts the effect of an ability
    • Conditions
      • (Ability being cast) Equal to Animate Dead
    • Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • Ceremonial_MUI Greater than or equal to 2000
        • Then - Actions
          • Set Ceremonial_MUI = 0
        • Else - Actions
          • Set Ceremonial_MUI = (Ceremonial_MUI + 1)
      • Set TempPoint = (Target point of ability being cast)
      • Animation - Play (Triggering unit)'s spell animation
      • Special Effect - Create a special effect at TempPoint using Abilities\Spells\Orc\AncestralSpirit\AncestralSpiritCaster.mdl
      • Set Ceremonial_Effect[Ceremonial_MUI] = (Last created special effect)
      • Unit - Set the custom value of (Triggering unit) to Ceremonial_MUI
      • Custom script: call RemoveLocation(udg_TempPoint)
      • Wait 1.25 seconds
      • Animation - Play (Triggering unit)'s stand animation
      • Special Effect - Destroy Ceremonial_Effect[(Custom value of (Triggering unit))]


(I'd believe it's MUI at least XD)

And also, the effect does have a "death" animation, though it simply is a 0.1 second long animation which shows nothing !

Also, it's the effects "birth" animation (In this case) which shows the actuall animation, and that is 1.223 (Or something) long, and that's why I reduced the wait-time ;)
 

Crusher

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Though, for the first that'll bug if another unit casts the spell within those 3 seconds...

And, why change the event ? :S

And that trigger leaks too now, because the "Set TempLoc46 = (Target point of ability being cast)" variable should be destroyed before the wait ;)

I'd suggest making this MPI, like this:
Trigger:
  • Ceremonial Book
    • Events
      • Unit - A unit Starts the effect of an ability
    • Conditions
      • (Ability being cast) Equal to YourAbility
    • Actions
      • Set TempLoc46 = (Target point of ability being cast)
      • Animation - Play (Triggering unit)'s spell animation
      • Special Effect - Create a special effect at TempLoc46 using Abilities\Spells\Orc\AncestralSpirit\AncestralSpiritCaster.mdl
      • Set Ceremonial_Effect[(Player number of (Owner of (Triggering unit)))] = (Last created special effect)
      • Custom script: call RemoveLocation (udg_TempLoc46)
      • Wait 1.25 seconds
      • Special Effect - Destroy Ceremonial_Effect[(Player number of (Owner of (Triggering unit)))]
      • Animation - Play (Triggering unit)'s stand animation


That's an MOPI, leakless and efficient version ;)

(Though freehanded :p)

This is ok.

THANKS, solved.
 
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