Trigger assisted ability, problem with the event I think

Smitty

Member
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I'm trying to create an ability whereby a unit targets an area, and all enemy units within 300 range are damaged and stunned. The problem is that the ability cast by the dummy doesn't appear to work. I think the problem is the event in the first trigger- I'm not sure how to detect the ability being cast, since this method doesn't seem to to work. Here are the 2 triggers I'm using;

Screen shot 2011-08-09 at 14.59.20.png

Screen shot 2011-08-09 at 14.58.34.png

Any help please?

Thanks in advance :)
 

inevit4ble

Well-Known Member
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38
I believe you are not adding the frag ability to dummy.

You must add the ability then set the level
 

inevit4ble

Well-Known Member
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Did you add a line to the second trigger to "Add ability" to dummy unit?

Because if you have just put the spell on the unit in the object editor then the dummy wont be able to cast it as the unit hasn't learnt a level of the spell.

And why do you set Frag Unit = learning Hero?
Why not just have 1 trigger (the 2nd one)
and at the start of it Set Frag Unit = Triggering Unit...

Just another suggestion
 

Smitty

Member
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Yeh, that would be easy, didn't think of that... Shoulda been obvious.

I gave the unit the ability in the editor, and surely setting the level of the ability to be equal to the level of the ability for the casting hero means it does learn it?
 

inevit4ble

Well-Known Member
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no

Unit - Set level of Acid Bomb for (Triggering unit) to 1
and
Hero - Learn skill for (Triggering unit): Human Archmage - Blizzard
are different
 

vypur85

Hibernate
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803
A dummy unit can cast unit abilities given to them in Object Editor without any problems...

The trigger you posted reveals an obvious mistake...
You can't possibly cast spell to picked units if you do not have 'Unit group - Pick every unit in YourUnitGroup and do multiple actions'.

Use the below as reference:
Code:
Actions
    Set UnitGroup = (Units in (Playable map area))
    Unit Group - Pick every unit in UnitGroup and do (Actions)
        Loop - Actions
            Unit - Cause (Triggering unit) to damage (Picked unit), dealing 500.00 damage of attack type Spells and damage type Normal

Also, increase the expiration timer to 2 seconds. Just for the fun of it.
And change all the 'Fragger' to 'Triggering unit'. It works virtually the same, and better.
 

Smitty

Member
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20
no

Unit - Set level of Acid Bomb for (Triggering unit) to 1
and
Hero - Learn skill for (Triggering unit): Human Archmage - Blizzard
are different

Nono, but the unit already knew the skill. That doesn't seem to be the problem anyway :x
 

Smitty

Member
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20
Hang on a tick, apparently this isn't sorted. I've got it to the point where it's happy to cast the ability, but it only hits one unit from the group, which is not ideal. There doesn't seem to be any way to get it to target all units in a group, and the spell cooldown/manacost/casting time is 0. Here's the trigger if it helps;

Trigger:
  • Events
    • Unit - A unit begins casting an ability
    • Conditions
    • (Ability being cast) Equal to Frag Out!
    • Actions
    • Unit - Create one Dummy for (Owner of (Triggering unit)) at (Position of (Triggering unit)) facing (Target point of ability being cast)
    • Unit - Add a 2.00 second Generic expiration timer to (Last created unit)
    • Unit - Set level of Frag Effect for (Last created unit) to (Level of Frag Out! for (Triggering unit))
    • Unit Group - Pick every unit in (Units within 300.00 range of (Target point of ability being cast) matching (((Matching unit) is alive) Equal to True) and ((((Matching unit) is Magic Immune) Equal to False) and (Matching unit) belongs to an enemy of (Owner of (Triggering unit))) Equal to True) and do (Unit - Order (Last created unit) to Human Mountain King - Storm Bolt (Picked unit))


I got rid of all the crap with variables, but now I need the dummy spell to target multiple units, and it won't. It's based on storm bolt in case you didn't guess ;) Aaaaaand I suck at making triggers on this forum :( Any help is appreciated, thanks in advance :)
 

KaerfNomekop

Swim, fishies. Swim through the veil of steel.
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If you only have one dummy unit, it won't be able to instantly cast on multiple units at the same time - each new unit will override the previous order. You need to create one dummy for every unit.
 

Smitty

Member
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20
Hmm, thought it might be something like that, but I read in a post elsehwere that if a single unit is ordered to cast an ability with 0 cd at multiple targets it will 'multishot' the abilities. Guess that's wrong, thanks for your time/help everyone :)
 

tommerbob

Minecraft. :D
Reaction score
110
If you only have one dummy unit, it won't be able to instantly cast on multiple units at the same time - each new unit will override the previous order. You need to create one dummy for every unit.

That is not correct. A single dummy unit can cast a spell on multiple units instantaneously. Make sure all of the settings are correct on the dummy unit and the dummy spell, and it should work fine.

In the Unit Editor:

Art - Animation - Cast Backswing - 0.00
Art - Animation - Cast Point - 0.00

Ability Editor:

0 cooldown
0 mana cost
9999999 cast range
Targets field are all correct
 

KaerfNomekop

Swim, fishies. Swim through the veil of steel.
Reaction score
613
Strange. Last I tried it didn't work.

EDIT: Tried again, and it did. My bad.
 
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