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Building protection spell issue.

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Level 12
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Dec 2, 2016
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Anyone know the issue?

The spell I'm using is voodo lounge which makes nearby units/structures invulnerable for the duration. Issue I'm having is the enemies are made invulnerable as well even though they aren't marked as the units allowed.
 
Level 5
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Hi Rugarus,
By voodoo lounge I assume you meant Big Bad Voodoo, (Voodoo lounge is the orc shop).
The last time you had a problem like this you had a trigger that was effecting the spell so check your triggers.
 
Level 12
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733
Hi Rugarus,
By voodoo lounge I assume you meant Big Bad Voodoo, (Voodoo lounge is the orc shop).
The last time you had a problem like this you had a trigger that was effecting the spell so check your triggers.
Yeah no, I disabled that trigger. Spell is firing but look at first post it's making the enemy units affected by the spell as well which I can't have for this game.
 
Level 12
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Hence why we trigger spells.

  • Eco
    • Events
      • Player - Player 1 (Red) types a chat message containing -e as An exact match
      • Player - Player 11 (Dark Green) types a chat message containing -e as An exact match
    • Conditions
    • Actions
      • Unit - Order Slayer P 0013 <gen> to Orc Shadow Hunter - Big Bad Voodoo
      • Hero - Set Slayer P 0013 <gen> Hero-level to 55, Hide level-up graphics
      • Player - Set Player 1 (Red) Current gold to 500000
      • Player - Set Player 1 (Red) Current gold to 500000
      • Player - Set Player 1 (Red) Current lumber to 500000
      • Player - Set Player 1 (Red) Food max to 500000
      • Player - Set Player 11 (Dark Green) Current gold to 500000
      • Player - Set Player 11 (Dark Green) Current lumber to 500000

Makes the other team invulnerable.
 
Level 12
Joined
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Your ability works, dunno what was wrong with the one I was using. Must of messed with some property.


Ok well it works, but the issue now is I need it to not work on allies. If I uncheck friend it makes the enemy team invulnerable. So I guess I'll have to trigger this. But I have an idea to make every unit within X range invulnerable. But how do I detect if the unit who casted moves. Because normally this ability cancels if the unit moves from a stand still position casting orgin.
 
Level 12
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Ok so I did it custom and it's working. My question now is, I removed the buff from the spell I was using: voodo lounge or whatever it is. But yet the spell still gives the invulnerability to the units. How can I remove all the effects of the spell yet keep the ability functioning so that the trigger registers that it casted?
 
Level 12
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If I make it 0.01 it doesn't fire at all.

  • Slayer ULT REMOVE LEAK
    • Events
      • Unit - A unit Starts the effect of an ability
    • Conditions
    • Actions
      • Set ULTCurrentPos = (Distance between (Position of (Triggering unit)) and (Center of (Playable map area)))
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Ability being cast) Equal to Building Protection Final
        • Then - Actions
          • Unit Group - Pick every unit in (Units owned by (Triggering player)) and do (Actions)
            • Loop - Actions
              • Set ULTLocation = (Distance between (Position of (Triggering unit)) and (Position of (Picked unit)))
              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                • If - Conditions
                  • ULTLocation Less than or equal to 150.00
                • Then - Actions
                  • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                    • If - Conditions
                    • Then - Actions
                      • Unit - Add Invulnerable (Neutral) to (Picked unit)
                      • Unit - Remove Invulnerable (Neutral) from (Triggering unit)
                      • Unit - Remove Big Bad Voodoo buff from (Picked unit)
                      • Unit - Remove Big Bad Voodoo (Caster) buff from (Picked unit)
                    • Else - Actions
                • Else - Actions
        • Else - Actions
      • For each (Integer A) from 1 to 6, do (Actions)
        • Loop - Actions
          • Wait 1.00 seconds
          • Set ULTLastPos = (Distance between (Position of (Triggering unit)) and (Center of (Playable map area)))
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • ULTCurrentPos Not equal to ULTLastPos
            • Then - Actions
              • Unit Group - Pick every unit in (Units owned by (Triggering player)) and do (Actions)
                • Loop - Actions
                  • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                    • If - Conditions
                    • Then - Actions
                      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                        • If - Conditions
                        • Then - Actions
                          • Unit - Remove Big Bad Voodoo buff from (Picked unit)
                          • Unit - Remove Invulnerable (Neutral) from (Picked unit)
                          • Unit - Remove Invulnerable (Neutral) from (Triggering unit)
                          • Unit - Remove Big Bad Voodoo (Caster) buff from (Picked unit)
                        • Else - Actions
                    • Else - Actions
            • Else - Actions
Removing the buff still doesn't remove the invulnerability it gives.
 
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