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Triggers & Scripts In this forum you may ask for help on fixing a trigger or script. But if you need help getting started with a trigger, this is not the right place — use the World Editor Help Zone.

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Old 06-10-2012, 01:03 AM   #1 (permalink)
Registered User Kam
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Unit not obeying stop order

This stops the spell from being cast and displays the error message, but does not stop the unit from moving into cast range. Why?

Decoy Creation Try
Events
Unit - A unit Is issued an order targeting an object
Conditions
(Unit-type of (Triggering unit)) Equal to Decoy
(Issued order) Equal to (Order(bloodlust))
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
And - All (Conditions) are true
Conditions
(Unit-type of (Target unit of issued order)) Not equal to Lancer
(Unit-type of (Target unit of issued order)) Not equal to Battleship
(Unit-type of (Target unit of issued order)) Not equal to Bulwark
(Unit-type of (Target unit of issued order)) Not equal to Pulverizer
(Unit-type of (Target unit of issued order)) Not equal to Juggernaught
(Unit-type of (Target unit of issued order)) Not equal to Giant Sea Turtle
(Unit-type of (Target unit of issued order)) Not equal to Incursus
(Unit-type of (Target unit of issued order)) Not equal to Ravager
(Unit-type of (Target unit of issued order)) Not equal to Derelict
(Unit-type of (Target unit of issued order)) Not equal to Transport Ship
(Unit-type of (Target unit of issued order)) Not equal to Transport Ship
Then - Actions
Set ErrorPlayer = (Owner of (Triggering unit))
Unit - Order (Triggering unit) to Stop
Set ErrorMessage = Must target your racial naval or amphibious units.
Custom script: call ErrorMessage(udg_ErrorMessage,udg_ErrorPlayer)
Else - Actions
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Old 06-10-2012, 06:46 AM   #2 (permalink)
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Strange.
Instead of "stop", try to give a move order where the target point is the actual position of the unit.
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Maybe you've too much ego,or worse, you're a douchebag
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Old 06-10-2012, 06:58 AM   #3 (permalink)
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Orders are kind of weird in behavior. (weird as in unpredictable)

Try starting a oneshot countdown timer for 0 seconds. Then in the callback trigger do the order for stopping.
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Old 06-10-2012, 07:42 AM   #4 (permalink)
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Ah, could you provide an example?

Edit: Also would that not affect MUI?
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Old 06-10-2012, 08:26 AM   #5 (permalink)
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I think there is an Event like this
Unit - A unit Is issued an order targeting an unit
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Old 06-10-2012, 02:31 PM   #6 (permalink)
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Add a Wait of 0.00 second at the start of the Action.
Sometimes Events fired too fast before the Action is done, maybe that's what causing it.

NOTE: Adding a 0.00 second of Wait does not affect its MUI-ness.

Or perhaps this has something to do with stopping a Bloodlust-based ability from targeting a certain units ?

If it's a Bloodlust-based ability, you should perhaps;

Bloodlust Stop
Events
Unit - A unit Begins casting an ability
Conditions
(Ability being cast) Equal to Bloodlust
(Unit-type of (Triggering unit)) Equal to Decoy
Actions
Wait 0.00 seconds
Unit - Order (Triggering unit) to Stop
-------- FURTHER ACTIONS HERE --------
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Old 06-11-2012, 03:13 AM   #7 (permalink)
Registered User Kam
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The 0.00 second wait worked. Do you know why that works, or is this another WE oddity?
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Old 06-11-2012, 03:23 AM   #8 (permalink)
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Let's just say that this is a common bug by Warcraft III Engine.
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