Why wont the dummy unit turn?

Volkof

Well-Known Member
Reaction score
31
Hi everyone, its been a while

Anywhere here is my question. I have created a custom ability which works fine. Now I am trying to add a special effect. The effect is basically a dummy unit with the model of vampire aura appearing beneth the casting hero, and the dummy will start spinning (or should I say turning) for 3 seconds, just like the blademaster's spin animation.

The texts in bold affects the dummy unit

Code:
Heavens Blade Start
    Events
        Unit - A unit Starts the effect of an ability
    Conditions
        (Ability being cast) Equal to Dance of Heaven's Blade 
    Actions
        Set HeavensBlade_Caster = (Triggering unit)
        Set HeavensBlade_CastPoint = (Position of HeavensBlade_Caster)
        Set HeavensBlade_FlyingGroup = (Units within 300.00 of (Position of HeavensBlade_Caster) matching ((((Matching unit) is A structure) Equal to False) and ((((Matching unit) is Mechanical) Equal to False) and ((((Matching unit) belongs to an enemy of (Owner of HeavensBlade_Caster)) Equal to 
        [COLOR="Blue"]Set HeavensBlade_DamageGroup = (Units within 300.00 of (Position of HeavensBlade_Caster) matching (((Matching unit) belongs to an enemy of (Owner of HeavensBlade_Caster)) Equal to True))[/COLOR]
        [B]-------- Create Dummy Effect --------
        Unit - Create 1 Heaven's Blade Dummy for (Owner of HeavensBlade_Caster) at (Position of HeavensBlade_Caster) facing HeavensBlade_DummyFacing degrees
        Set HeavensBlade_DummyUnit = (Last created unit)
        Unit - Add a 3.00 second Generic expiration timer to HeavensBlade_DummyUnit[/B]        
        -------- Make Hero Fly --------
        Unit - Pause HeavensBlade_Caster
        Unit - Make HeavensBlade_Caster Invulnerable
        Unit - Add Crow Form to HeavensBlade_Caster
        Unit - Add classification of A flying unit to HeavensBlade_Caster
        Unit - Remove Crow Form from HeavensBlade_Caster
        Animation - Play HeavensBlade_Caster's Attack Walk Stand Spin animation
        Animation - Change HeavensBlade_Caster flying height to HeavensBlade_FlyingHeight at 200.00
        -------- Make Enemy Fly --------
        Unit Group - Pick every unit in HeavensBlade_FlyingGroup and do (Actions)
            Loop - Actions
                Unit - Pause (Picked unit)
                Unit - Add Crow Form to (Picked unit)
                Unit - Add classification of A flying unit to (Picked unit)
                Unit - Remove Crow Form from (Picked unit)
                Trigger - Turn on Heavens Blade Damage <gen>
                Animation - Change (Picked unit) flying height to HeavensBlade_FlyingHeight at 200.00
        Wait 3.00 seconds
        -------- Make Hero Land --------
        Animation - Change HeavensBlade_Caster flying height to 0.00 at 1000.00
        Animation - Play HeavensBlade_Caster's Attack Slam animation
        Special Effect - Create a special effect at (Position of HeavensBlade_Caster) using Abilities\Spells\Orc\WarStomp\WarStompCaster.mdl
        Special Effect - Destroy (Last created special effect)
        Unit - Remove classification of A flying unit from HeavensBlade_Caster
        Unit - Make HeavensBlade_Caster Vulnerable
        Unit - Unpause HeavensBlade_Caster
        Wait 0.50 seconds
        Animation - Reset HeavensBlade_Caster's animation
        -------- Make Enemy Land --------
        Unit Group - Pick every unit in HeavensBlade_FlyingGroup and do (Actions)
            Loop - Actions
                Animation - Change (Picked unit) flying height to 0.00 at 600.00
                Unit - Remove classification of A flying unit from (Picked unit)
                Trigger - Turn off Heavens Blade Damage <gen>
        Wait 0.50 seconds
        Unit Group - Pick every unit in HeavensBlade_FlyingGroup and do (Actions)
            Loop - Actions
                Unit - Unpause (Picked unit)
        Custom script:   call DestroyGroup(udg_HeavensBlade_FlyingGroup)

Code:
Heavens Blade Damage
    Events
        Time - Every 0.30 seconds of game time
    Conditions
    Actions
        [B]-------- Set Dummy Effect's Facing Direction --------
        Set HeavensBlade_DummyFacing = (HeavensBlade_DummyFacing + 50.00)
        Unit - Make HeavensBlade_DummyUnit face HeavensBlade_DummyFacing over 0.00 seconds[/B]
        -------- Play Death Animation --------
        Unit Group - Pick every unit in HeavensBlade_FlyingGroup and do (Actions)
            Loop - Actions
                Animation - Play (Picked unit)'s death animation
        -------- Deal Damage --------
        [COLOR="blue"]Unit Group - Pick every unit in HeavensBlade_DamageGroup and do (Actions)
            Loop - Actions
                Unit - Cause HeavensBlade_Caster to damage (Picked unit), dealing (100.00 x (Real((Level of Dance of Heaven's Blade  for HeavensBlade_Caster)))) damage of attack type Hero and damage type Normal[/COLOR]

What I expected to happen is that for the second trigger, it will constantly set the facing angle of the dummy unit every 0.3 seconds, making it look like it is turning.

However the dummy unit will always face at a certain angle (Always East since I set the initial value of HeavensBlade_DummyFacing to 0). Why wont it turn?


Thanks in Advance
__________________________________________
I forgot 1 more problem. Why cant I make this spell damage structures and flying units? The damage is in blue text
 

Lord_Kakashi

The Wabbits are attacking
Reaction score
27
hmm, have you tried to test it with a different model, one which you are sure can actually turn, like a peasant or something?
 

deathblade

New Member
Reaction score
4
Code:
Heavens Blade Damage
    Events
        Time - Every 0.30 seconds of game time
    Conditions
    Actions
        -------- Set Dummy Effect's Facing Direction --------
        Set HeavensBlade_DummyFacing = ([B]VAR [/B]+ 50.00)
        Unit - Make HeavensBlade_DummyUnit face HeavensBlade_DummyFacing over 0.00 seconds
        -------- Play Death Animation --------
        Unit Group - Pick every unit in HeavensBlade_FlyingGroup and do (Actions)
            Loop - Actions
                Animation - Play (Picked unit)'s death animation
        -------- Deal Damage --------
        Unit Group - Pick every unit in HeavensBlade_DamageGroup and do (Actions)
            Loop - Actions
                Unit - Cause HeavensBlade_Caster to damage (Picked unit), dealing (100.00 x (Real((Level of Dance of Heaven's Blade  for HeavensBlade_Caster)))) damage of attack type Hero and damage type Normal
make it initially off

set var equal to the facing of dummy unit

Code:
Heavens Blade Start
    Events
        Unit - A unit Starts the effect of an ability
    Conditions
        (Ability being cast) Equal to Dance of Heaven's Blade 
    Actions
        Set HeavensBlade_Caster = (Triggering unit)
        Set HeavensBlade_CastPoint = (Position of HeavensBlade_Caster)
        Set HeavensBlade_FlyingGroup = (Units within 300.00 of (Position of HeavensBlade_Caster) matching ((((Matching unit) is A structure) Equal to False) and ((((Matching unit) is Mechanical) Equal to False) and ((((Matching unit) belongs to an enemy of (Owner of HeavensBlade_Caster)) Equal to 
        Set HeavensBlade_DamageGroup = (Units within 300.00 of (Position of HeavensBlade_Caster) matching (((Matching unit) belongs to an enemy of (Owner of HeavensBlade_Caster)) Equal to True))
        -------- Create Dummy Effect --------
        Unit - Create 1 Heaven's Blade Dummy for (Owner of HeavensBlade_Caster) at (Position of HeavensBlade_Caster) facing HeavensBlade_DummyFacing degrees
        Set HeavensBlade_DummyUnit = (Last created unit)
        [B]Set VAR = facing of DUMMYUNIT[/B]
        Unit - Add a 3.00 second Generic expiration timer to HeavensBlade_DummyUnit        
        -------- Make Hero Fly --------
        Unit - Pause HeavensBlade_Caster
        Unit - Make HeavensBlade_Caster Invulnerable
        Unit - Add Crow Form to HeavensBlade_Caster
        Unit - Add classification of A flying unit to HeavensBlade_Caster
        Unit - Remove Crow Form from HeavensBlade_Caster
        Animation - Play HeavensBlade_Caster's Attack Walk Stand Spin animation
        Animation - Change HeavensBlade_Caster flying height to HeavensBlade_FlyingHeight at 200.00
        -------- Make Enemy Fly --------
        Unit Group - Pick every unit in HeavensBlade_FlyingGroup and do (Actions)
            Loop - Actions
                Unit - Pause (Picked unit)
                Unit - Add Crow Form to (Picked unit)
                Unit - Add classification of A flying unit to (Picked unit)
                Unit - Remove Crow Form from (Picked unit)
                Trigger - Turn on Heavens Blade Damage <gen>
                Animation - Change (Picked unit) flying height to HeavensBlade_FlyingHeight at 200.00
        Wait 3.00 seconds
        -------- Make Hero Land --------
        Animation - Change HeavensBlade_Caster flying height to 0.00 at 1000.00
        Animation - Play HeavensBlade_Caster's Attack Slam animation
        Special Effect - Create a special effect at (Position of HeavensBlade_Caster) using Abilities\Spells\Orc\WarStomp\WarStompCaster.mdl
        Special Effect - Destroy (Last created special effect)
        Unit - Remove classification of A flying unit from HeavensBlade_Caster
        Unit - Make HeavensBlade_Caster Vulnerable
        Unit - Unpause HeavensBlade_Caster
        Wait 0.50 seconds
        Animation - Reset HeavensBlade_Caster's animation
        -------- Make Enemy Land --------
        Unit Group - Pick every unit in HeavensBlade_FlyingGroup and do (Actions)
            Loop - Actions
                Animation - Change (Picked unit) flying height to 0.00 at 600.00
                Unit - Remove classification of A flying unit from (Picked unit)
                Trigger - Turn off Heavens Blade Damage <gen>
        Wait 0.50 seconds
        Unit Group - Pick every unit in HeavensBlade_FlyingGroup and do (Actions)
            Loop - Actions
                Unit - Unpause (Picked unit)
        Custom script:   call DestroyGroup(udg_HeavensBlade_FlyingGroup)

changes in bold
 

Volkof

Well-Known Member
Reaction score
31
Ok. After editing based on what deathblade said, the dummy unit still wont spin. However if I use units like peasant or footman, it will turn. My dummy unit was originally using vampiric aura

I also tried Big Bad Voodoo but they dont spin. My guess is auras dont turn. Well it seems like its is a default setting and I cant overcome it.

I tried a new method, where I use a dummy unit with no model(none.mdl) and locust ability. I give it vampiric aura. Hoever during gameplay the aura will not show. I have no idea why is that. My hero receive the vampiric buff, but the circular aura doesnt appear on the dummy unit. Why?
 

Volkof

Well-Known Member
Reaction score
31
If you give an aura (Eg. Vampiric Aura) to a dummy unit, the circle doesnt appear in my case. Does anybody hav this scenerio b4?
 

bOb666777

Stand against the ugly world domination face!
Reaction score
117
The aura doesnt show up because none.mdl has no attachment points
 

_whelp

New Member
Reaction score
54
Whats a billboard effect?
I don't really know how to explain, but I'll try. Billboarding is like make an object look exactly the same/not spin around if you change the angle of where you are viewing it.
 

Darthfett

Aerospace/Cybersecurity Software Engineer
Reaction score
615
Whats a billboard effect?

If it helps, it's basically making something look the way a floating text does. It always is the same size no matter which angle you look at it. It never skews or anything like that. It's basically the same thing as a 2D image being placed at a certain location, rather than a 3D image being placed and rotated to make it look 3D.
 

Volkof

Well-Known Member
Reaction score
31
The aura doesnt show up because none.mdl has no attachment points

I hav tried other models for dummy like abom but the aura still wont show.

To Darthfett and _whelp
Ok im still not sure what is billboard and how does that effect the dummy model. So is there any solution to this?
 
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