Trigger Problem.. This is a tough one.. I think

Manix

Well-Known Member
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Part 1
Code:
Burrow
    Events
        Unit - A unit Starts the effect of an ability
    Conditions
        (Ability being cast) Equal to Burrow (Crypt Fiend)
    Actions
        Trigger - Turn on AMOITriggers[7]
        Set AMOIUnits[10] = (Triggering unit)

Part 2 [ The Problem ]

Code:
Action
    Events
        Time - Every 1.00 seconds of game time
    Conditions
    Actions
        Set AMOITriggers[7] = (This trigger)
        Unit Group - Pick every unit in (Units owned by (Owner of AMOIUnits[10]) of type Bobby [Burrowed]) and do (Actions)
            Loop - Actions
                Set AMOIUnits[11] = (Picked unit)
                If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                    If - Conditions
                        (Mana of AMOIUnits[11]) Less than 10.00
                    Then - Actions
                        Unit - Order AMOIUnits[11] to Undead Crypt Fiend - Unburrow
                        Unit - Make AMOIUnits[11] Vulnerable
                    Else - Actions
                        Unit - Make AMOIUnits[11] Invulnerable
                        Unit Group - Pick every unit in (Units within 200.00 of (Position of AMOIUnits[11]) matching (((Picked unit) belongs to an enemy of (Owner of AMOIUnits[11])) Equal to True)) and do (Actions)
                            Loop - Actions
                                If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                                    If - Conditions
                                        ((Picked unit) is A Hero) Equal to True
                                    Then - Actions
                                        Unit - Create 1 Dummy for (Owner of AMOIUnits[11]) at (Position of AMOIUnits[11]) facing (Position of AMOIUnits[11])
                                        Unit - Add Impale  to (Last created unit)
                                        Unit - Set level of Impale  for AMOIUnits[11] to 2
                                        Unit - Order (Last created unit) to Undead Crypt Lord - Impale (Picked unit)
                                        Unit - Add a 5.00 second Generic expiration timer to (Last created unit)
                                        Unit - Set mana of AMOIUnits[11] to ((Mana of AMOIUnits[11]) - 50.00)
                                    Else - Actions
                                        Unit - Create 1 Dummy for (Owner of AMOIUnits[11]) at (Position of AMOIUnits[11]) facing (Position of AMOIUnits[11])
                                        Unit - Add Impale  to (Last created unit)
                                        Unit - Set level of Impale  for AMOIUnits[11] to 1
                                        Unit - Order (Last created unit) to Undead Crypt Lord - Impale (Picked unit)
                                        Unit - Add a 5.00 second Generic expiration timer to (Last created unit)

But for some reason when the beetle "bobby" borrows, 2-3-4 seconds later he unborrows for no reason, here's the extended tooltip to evade some questions:

Bobby digs into the ground and becomes invulnerable. While Bobby is under the ground he gains maximum movement speed. Each unit bobby passes by is impaled. Dealing 50 damage and 5 second stun to units and 150 damage to heroes + 1 second stun. Each hero bobby impales reduces his mana by 50, when bobby's mana is below 10 he'll dig out.

EDIT: I tried changing the morphing spell, removing that part: Unit - Order AMOIUnits[11] to Undead Crypt Fiend - Unburrow and the effect is the same... It unborrows after a few seconds it borrows
 

the Lumpy

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This looks like an interesting trigger, but I'm having trouble understanding what the various "AMOI" variables are being used for. If you're just going to use constant integers for the array indexes, then why bother using arrays in the first place? Perhaps you could explain what each of the variables contain.

And, on a side note, you might want to consider using a Unit Within Range event to run your trigger. You'd have to add an event to the trigger whenever a beetle unit was created, but it would probably be more efficient than what you're doing now.
 

Manix

Well-Known Member
Reaction score
29
This looks like an interesting trigger, but I'm having trouble understanding what the various "AMOI" variables are being used for. If you're just going to use constant integers for the array indexes, then why bother using arrays in the first place? Perhaps you could explain what each of the variables contain.

And, on a side note, you might want to consider using a Unit Within Range event to run your trigger. You'd have to add an event to the trigger whenever a beetle unit was created, but it would probably be more efficient than what you're doing now.

AMOI is a bulgarian word.. well A is for the classification at the first places in the variables editor and MOI = mine, don't pay attention to that "AMOI" the thing you need is after that, sorry i'm going to bed right now and i can't say much more cuz it's like 4:15 AM ... I'll catch you tomorrow right ? :) Good Night [if it's night at your place xD]
 

demotry241

Don't Ever Categorize Yourself.
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105
hmmm... i can't seem to find the problem..

but I saw..

you gave impale ability to a dummy unit(last created unit)

but you set the level of the hero's impale to 1. instead of the level of impale of the dummy unit.


should be something like this.
Code:
Unit - Set level of Impale for (Last created unit) to (Level of Burrow (Crypt Fiend) for (AMOIUnits[11]))


and how come

AMOIUnits[10] is on trigger 1. and
AMOIUnits[11] is on trigger 2. are they the same or not..?

(oH i see.) i checked trigger 2.
 
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