Trigger Ability Help

S

Stupidmouse

Guest
Im making a trigger ability and having a little trouble. when i use a dummy ability that i made, the trigger kicks in, but only works for about 2 seconds then the "target of the ability cast" command doesnt seem to work any more. is there an option i need to change on the ability to make the spell last longer or do i need to model the dummy ability off a differnt ability? I have already tried playing around with the hero unit duration and it didnt seem to work.
 
hmm nope I'm pretty sure target unit of ability cast should work as long as the trigger instance is running, not sure what the problem is.

Sometimes waits are known to cause issues, are you using those in your trigger? Is the trigger short enough to post?
 
I do use the wait action 5 times. Basically this spell is suppose to create a floating countdown timer above the unit and when it gets to 0 it does an arithmetic to figure out if it should kill the unit. Everything works fine untill the second wait action, then none of the "target unit of ability cast" lines work but everthing else does. Hear is the trigger (its kind of long):
Code:
Doom
    Events
        Unit - A unit Begins casting an ability
    Conditions
        (Ability being cast) Equal to Doom 
    Actions
        Set Doomint[(Player number of (Owner of (Triggering unit)))] = 0
        Floating Text - Destroy Doom[(Player number of (Owner of (Triggering unit)))]
        Floating Text - Create floating text that reads 5 above (Target unit of ability being cast) 
       with Z offset -200.00, using font size 10.00, color (100.00%, 0.00%, 0.00%), and 0.00% transparency
        Set Doom[(Player number of (Owner of (Triggering unit)))] = (Last created floating text)
        Wait 1.50 seconds
        Floating Text - Destroy Doom[(Player number of (Owner of (Triggering unit)))]
        Floating Text - Create floating text that reads 4 above (Target unit of ability being cast) 
        with Z offset -200.00, using font size 10.00, color (100.00%, 0.00%, 0.00%), and 0.00% transparency
        Set Doom[(Player number of (Owner of (Triggering unit)))] = (Last created floating text)
        Wait 1.50 seconds
        Floating Text - Destroy Doom[(Player number of (Owner of (Triggering unit)))]
        Floating Text - Create floating text that reads 3 above (Target unit of ability being cast) 
        with Z offset -200.00, using font size 10.00, color (100.00%, 0.00%, 0.00%), and 0.00% transparency
        Set Doom[(Player number of (Owner of (Triggering unit)))] = (Last created floating text)
        Wait 1.50 seconds
        Floating Text - Destroy Doom[(Player number of (Owner of (Triggering unit)))]
        Floating Text - Create floating text that reads 2 above (Target unit of ability being cast) 
        with Z offset -200.00, using font size 10.00, color (100.00%, 0.00%, 0.00%), and 0.00% transparency
        Set Doom[(Player number of (Owner of (Triggering unit)))] = (Last created floating text)
        Wait 1.50 seconds
        Floating Text - Destroy Doom[(Player number of (Owner of (Triggering unit)))]
        Floating Text - Create floating text that reads 1 above (Target unit of ability being cast) 
         with Z offset -200.00, using font size 10.00, color (100.00%, 0.00%, 0.00%), and 0.00% transparency
        Set Doom[(Player number of (Owner of (Triggering unit)))] = (Last created floating text)
        Wait 1.50 seconds
        Floating Text - Destroy Doom[(Player number of (Owner of (Triggering unit)))]
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            If - Conditions
                (Level of Doom  for (Triggering unit)) Greater than or equal to 
                (Level of (Target unit of ability being cast))
                ((Triggering unit) is alive) Equal to True
            Then - Actions
                Unit - Explode (Target unit of ability being cast)
                Game - Display to (Player group((Owner of (Triggering unit)))) the text: Doom Successful
                Set Doomint[(Player number of (Owner of (Triggering unit)))] = 0
            Else - Actions
                Set Doomint[(Player number of (Owner of (Triggering unit)))] = 
                (Random integer number between (Level of Doom  for (Triggering unit)) 
                and (Level of (Target unit of ability being cast)))
                If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                    If - Conditions
                        Doomint[(Player number of (Owner of (Triggering unit)))] Less than or equal to 
                        (Level of Doom  for (Triggering unit))
                        Doomint[(Player number of (Owner of (Triggering unit)))] Greater than 0
                        ((Triggering unit) is alive) Equal to True
                    Then - Actions
                        Unit - Explode (Target unit of ability being cast)
                        Game - Display to (Player group((Owner of (Triggering unit)))) the text: Doom Successful
                        Set Doomint[(Player number of (Owner of (Triggering unit)))] = 0
                    Else - Actions
                        Game - Display to (Player group((Owner of (Triggering unit)))) the text: Doom Unsuccessful
                        Set Doomint[(Player number of (Owner of (Triggering unit)))] = 0


maybe you know a better way to do this or see what im doing wrong.
 
sorry I haven't got back to you yet, I'm trying to conjure up some nice trigger code for you, I'll post when I've got it sorted.
 
oh man, im sorry i actually fixed the problem, i hope you havent spent to much time on it. all i needed to do was use a varible to save the target unit before i used any wait commands (the tip you gave me, sorta). Since this spell can only be used by 1 unit for each player an array of 8 unit varibles did the trick. Once again im sorry if you spent alot of time on this i usually post my solutions if i solve them, guess i forgot to this time.
 
eh doesn't matter, good to know its fixed.

its interesting to note your triggering style is somewhat similar to mine.....

either that or your trigger was fairly straightforward to follow....
 
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