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[Trigger] Check my Dummy units spell plz :)

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Level 13
Joined
Mar 24, 2010
Messages
950
I put this together very fast as a test (i dont often bother making spell that use dummy units)

I just want a stomp action that has the ground slam effect and slows units attack and movement where the blinking unit lands (and have it happend the sec it lands. which it does), figured this would work easiest.

Does this look good or is there a better way?

  • Test Blink
    • Events
      • Unit - A unit Begins casting an ability
    • Conditions
      • (Ability being cast) Equal to Blink
    • Actions
      • Set Temp_Point = (Target point of ability being cast)
      • Unit - Create 1 Blink Pound for (Owner of (Triggering unit)) at Temp_Point facing Default building facing degrees
      • Custom script: call RemoveLocation (udg_Temp_Point)
      • Unit - Order (Last created unit) to Human Mountain King - Thunder Clap
      • -------- Timer in case its not removed after .35 sec's --------
      • Unit - Add a 0.50 second Generic expiration timer to (Last created unit)
      • Wait 0.35 seconds
      • Unit - Remove (Last created unit) from the game
 
Level 11
Joined
Feb 11, 2010
Messages
199
I put this together very fast as a test (i dont often bother making spell that use dummy units)

I just want a stomp action that has the ground slam effect and slows units attack and movement where the blinking unit lands (and have it happend the sec it lands. which it does), figured this would work easiest.

Does this look good or is there a better way?

  • Test Blink
    • Events
      • Unit - A unit Begins casting an ability
    • Conditions
      • (Ability being cast) Equal to Blink
    • Actions
      • Set Temp_Point = (Target point of ability being cast)
      • Unit - Create 1 Blink Pound for (Owner of (Triggering unit)) at Temp_Point facing Default building facing degrees
      • Custom script: call RemoveLocation (udg_Temp_Point)
      • Unit - Order (Last created unit) to Human Mountain King - Thunder Clap
      • -------- Timer in case its not removed after .35 sec's --------
      • Unit - Add a 0.50 second Generic expiration timer to (Last created unit)
      • Wait 0.35 seconds
      • Unit - Remove (Last created unit) from the game

Wait + remove last created unit seems entirely unnecessary. Just use the expiration timer for dummy units unless there's some specific reason that that won't work. Waits can cause problems.
 
Level 13
Joined
Mar 24, 2010
Messages
950
I know i didnt want to use the wait tbh but wont it count the dummy unit as a killed unit if its not removed?

ps. how do you quote someone and get that little yellow arrow with it and auto have that date/name info with it?

Edit:
i have the dummy unit cant raise and does not decay and the death animation .1 secs (low as it goes) also it has locus ability, and its size is .10 anything else to make it more efficient?

without having the unit removed and just dying after timers up it has a death sound of him going uhg when dying even though i removed unit sounds. How do i make that not happen?
 
Last edited:
Use JASS.
  • Test Blink
    • Events
      • Unit - A unit Begins casting an ability
    • Conditions
      • (Ability being cast) Equal to Blink
    • Actions
      • Custom script: local unit u
      • -------- $ --------
      • Set Temp_Point = (Target point of ability being cast)
      • Unit - Create 1 Blink Pound for (Owner of (Triggering unit)) at Temp_Point facing Default building facing degrees
      • Custom script: call RemoveLocation (udg_Temp_Point)
      • Unit - Order (Last created unit) to Human Mountain King - Thunder Clap
      • -------- $ --------
      • Custom script: set u = bj_lastCreatedUnit
      • Custom script: call PolledWait(0.35)
      • Custom script: call RemoveUnit(u)
      • Custom script: set u = null
 
Level 18
Joined
Jan 21, 2006
Messages
2,552
You don't even need any of this:

  • Custom script: set u = bj_lastCreatedUnit
  • Custom script: call PolledWait(0.35)
  • Custom script: call RemoveUnit(u)
  • Custom script: set u = null
If your dummy unit has a cast backswing of 0.00, and it has its Move ability removed, it will cast the spell instantly as IssueImmediateOrder (or any of the other order functions) is called which will allow you to remove the dummy unit right after. I do this frequently and I haven't experienced any problems.

The reason you need to remove the Move ability is because otherwise the dummy will want to "turn" before casting the spell, which causes a slight delay; if the dummy is incapable of turning then it will cast immediately.
 
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