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Can't add multiple buffs?

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Level 8
Joined
Jul 29, 2010
Messages
319
I cannot for the life of me get this trigger to work, This part of the trigger works
  • Unit - Add Detect (Dummy) to (Last created unit)
    • Unit - Add a 2.00 second Generic expiration timer to (Last created unit)
    • Unit - Order (Last created unit) to Undead Banshee - Curse (Triggering unit)
    • Custom script: call RemoveLocation(udg_TempPoint)
I've tested it separately by manually triggering it but I cannot get the full trigger to work, it's supposed to cast my Detect ability on the triggering unit if the triggering unit has the cloak buff when it is issued an order, but it doesn't it doesn't do anything at all. All help is greatly appreciated :D

  • Is Issued an Order
    • Events
      • Unit - A unit Is issued an order targeting a point
      • Unit - A unit Is issued an order targeting an object
    • Conditions
    • Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Unit-type of (Triggering unit)) Equal to Custom Unit
          • ((Triggering unit) has buff Cloak ) Equal to True
          • Or - Any (Conditions) are true
            • Conditions
              • (Issued order) Equal to (Order(move))
              • (Issued order) Equal to (Order(smart))
        • Then - Actions
          • Set TempPoint = (Position of (Triggering unit))
          • Unit - Create 1 Dummy Unit for Neutral Passive at TempPoint facing Default building facing degrees
          • Unit - Add Detect (Dummy) to (Last created unit)
          • Unit - Add a 2.00 second Generic expiration timer to (Last created unit)
          • Unit - Order (Last created unit) to Undead Banshee - Curse (Triggering unit)
          • Custom script: call RemoveLocation(udg_TempPoint)
        • Else - Actions
 
Level 16
Joined
Mar 25, 2016
Messages
1,327
Can neutral passive see the triggering unit?

You can use custom scripts to check if the issued order works:
Replace
  • Unit - Order (Last created unit) to Undead Banshee - Curse (Triggering unit)
with
  • Custom script: if(IssueTargetOrder(bj_lastCreatedUnit, "curse", GetTriggerUnit())) then
  • Game - Display to (All players) the text: order does work
  • Custom script: else
  • Game - Display to (All players) the text: order does not work
  • Custom script: endif
 
Level 8
Joined
Jul 29, 2010
Messages
319
Can neutral passive see the triggering unit?

You can use custom scripts to check if the issued order works:
Replace
  • Unit - Order (Last created unit) to Undead Banshee - Curse (Triggering unit)
with
  • Custom script: if(IssueTargetOrder(bj_lastCreatedUnit, "curse", GetTriggerUnit())) then
  • Game - Display to (All players) the text: order does work
  • Custom script: else
  • Game - Display to (All players) the text: order does not work
  • Custom script: endif
I changed
  • Unit - Create 1 Dummy Unit for Neutral Passive at TempPoint facing Default building facing degrees
to
  • Unit - Create 1 Dummy Unit for Player 1 (Red) at TempPoint facing Default building facing degrees
and it works, odd because that was the original trigger and it didn't work so I posted here
 
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