Demon Portal Trigger

Level 12
Joined
Aug 3, 2021
Messages
436
Hello everyone. It's Pekisa7. I once again need help with the portal spell. So I want when the unit owned by player green attacks the undead player to open the portal and teleport troug that portal to the region that I've set. I've tried all that I can do. But I didn't figured it out and it doesen't seem to work. Here are the triggers:
  • Portal Trigger
    • Events
      • Unit - A unit owned by Player 7 (Green) Is issued an order targeting an object
    • Conditions
      • (Owner of (Triggering unit)) Equal to Player 7 (Green)
    • Actions
      • Trigger - Turn off Portal Trigger <gen>
      • Trigger - Run Portal Activation <gen> (checking conditions)
  • Portal Activation
    • Events
      • Unit - A unit Begins casting an ability
    • Conditions
      • (Triggering unit) Equal to Terrordar_Dreadlord
      • (Ability being cast) Equal to Portal (Terrordar)
    • Actions
      • Trigger - Turn off Portal Activation <gen>
      • Trigger - Run Portal Spell <gen> (checking conditions)
  • Portal Spell
    • Events
      • Unit - A unit Starts the effect of an ability
    • Conditions
      • (Casting unit) Equal to Terrordar_Dreadlord
      • (Ability being cast) Equal to Portal (Terrordar)
    • Actions
      • Trigger - Turn off Portal Spell <gen>
      • Set VariableSet Point01 = (Position of Portal 3683 <gen>)
      • Set VariableSet Point02 = (Position of Portal 3682 <gen>)
      • Unit - Unhide Portal 3683 <gen>
      • Unit - Make Portal 3683 <gen> Invulnerable
      • Unit - Grant shared vision of Portal 3683 <gen> to Player 7 (Green)
      • Unit - Add Waygate ability to Portal 3683 <gen>
      • Neutral Building - Set Portal 3683 <gen> destination to (Center of Portal From <gen>)
      • Neutral Building - Enable Portal 3683 <gen>
      • Unit - Add a 15.00 second Generic expiration timer to Portal 3683 <gen>
      • Unit - Unhide Portal 3682 <gen>
      • Unit - Make Portal 3682 <gen> Invulnerable
      • Unit - Grant shared vision of Portal 3682 <gen> to Player 7 (Green)
      • Unit - Add Waygate ability to Portal 3682 <gen>
      • Neutral Building - Set Portal 3682 <gen> destination to (Center of PortalRegion <gen>)
      • Neutral Building - Enable Portal 3682 <gen>
      • Unit - Add a 15.00 second Generic expiration timer to Portal 3682 <gen>
 
Yes, that will not work.
Using the following action in your "Portal Trigger":
  • Trigger - Run Portal Activation <gen> (checking conditions)
means that you want to run all actions of "Portal Activation" trigger as part of the "Portal Trigger", but only if "Portal Activation" trigger's condition are satisfied. In essence, you can think of it as if you created following big trigger by merging your three triggers:
  • Portal Trigger
    • Events
      • Unit - A unit owned by Player 7 (Green) Is issued an order targeting an object
    • Conditions
      • (Owner of (Triggering unit)) Equal to Player 7 (Green)
    • Actions
      • Trigger - Turn off Portal Trigger <gen>
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Triggering unit) Equal to Terrordar_Dreadlord
          • (Ability being cast) Equal to Portal (Terrordar)
        • Then - Actions
          • Trigger - Turn off Portal Activation <gen>
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • (Casting unit) Equal to Terrordar_Dreadlord
              • (Ability being cast) Equal to Portal (Terrordar)
            • Then - Actions
              • Trigger - Turn off Portal Spell <gen>
              • Set VariableSet Point01 = (Position of Portal 3683 <gen>)
              • Set VariableSet Point02 = (Position of Portal 3682 <gen>)
              • Unit - Unhide Portal 3683 <gen>
              • Unit - Make Portal 3683 <gen> Invulnerable
              • Unit - Grant shared vision of Portal 3683 <gen> to Player 7 (Green)
              • Unit - Add Waygate ability to Portal 3683 <gen>
              • Neutral Building - Set Portal 3683 <gen> destination to (Center of Portal From <gen>)
              • Neutral Building - Enable Portal 3683 <gen>
              • Unit - Add a 15.00 second Generic expiration timer to Portal 3683 <gen>
              • Unit - Unhide Portal 3682 <gen>
              • Unit - Make Portal 3682 <gen> Invulnerable
              • Unit - Grant shared vision of Portal 3682 <gen> to Player 7 (Green)
              • Unit - Add Waygate ability to Portal 3682 <gen>
              • Neutral Building - Set Portal 3682 <gen> destination to (Center of PortalRegion <gen>)
              • Neutral Building - Enable Portal 3682 <gen>
              • Unit - Add a 15.00 second Generic expiration timer to Portal 3682 <gen>
            • Else - Actions
        • Else - Actions
From this, the issue as to why it does not work should be more apparent: There is no (Casting unit) and there is no (Ability being cast), because it is a "Unit issued an order" event, not a "Unit begins/starts casting an ability" event.

First of all, in your "Portal Trigger" trigger there is no need for the condition "Triggering unit belongs to Player 7", as the event runs only for Player 7.

Second of all, the event "Is issued an order targeting an object" runs when player targets any object, not only units. So for example it will run when player 7 makes Peon target a tree, or makes Hero target a crate/barrel, or any other destructible. To ensure that this starts only when Player 7 targets an actual unit, use condition like
  • (Target unit of issued order) Not equal to No unit
Next, if you want to disable trigger itself once it executes, just use
  • Trigger - Turn off (This trigger)
as that is easier to read, less error-prone and also easier for the rest of us to understand what you are trying to do.

Next, your "Portal Activation" trigger is completely useless in what you are trying to achieve. As described in the picture in Casting Events Guide guide, when unit starts casting something, it goes through multiple cast events. Use "Begins casting an ability" when you want to perform some additional checks before unit actually starts casting the spell (as this runs before spell's mana cost is applied on the unit and before spell's cooldown starts). As you don't really do anything in that trigger, it serves no purpose.

Also, if Player 7 has more units than just "Terrordar_Dreadlord" unit, then make sure that the issued unit is actually Terrordar_Dreadlord before you turn triggers off. Imagine that Player 7 has for example a Ghoul unit. That Ghoul unit is issued an order to attack some enemy. This will run your "Portal Trigger", which promptly turns itself off. When the time comes when Terrordar_Dreadlord is issued an order, then nothing happens since the "Portal Trigger" has been turned off earlier by Ghoul.


My guess is that you want to order Terrordar_Dreadlord to cast Portal spell the first time Terrordar_Dreadlord is issued an order targeting a unit? If so, the following could work:
  • Terrordar Issued an Order
    • Events
      • Unit - A unit owned by Player 7 (Green) Is issued an order targeting an object
    • Conditions
      • (Target unit of issued order) Not equal to No unit
      • (Triggering unit) Equal to Terrordar_Dreadlord
    • Actions
      • Trigger - Turn off (This trigger)
      • Unit - Order Terrordar_Dreadlord to Night Elf Keeper Of The Grove - Tranquility.
  • Portal Spell
    • Events
      • Unit - A unit Starts the effect of an ability
    • Conditions
      • (Triggering unit) Equal to Terrordar_Dreadlord
      • (Ability being cast) Equal to Portal (Terrordar)
    • Actions
      • Trigger - Turn off (This trigger)
      • -------- --------------------------------------------------------------- --------
      • Set VariableSet whichPortal = Portal 0003 <gen>
      • Set VariableSet targetTeleportLocation = (Position of Portal 0004 <gen>)
      • Trigger - Run Activate Portal <gen> (checking conditions)
      • -------- --------------------------------------------------------------- --------
      • Set VariableSet whichPortal = Portal 0004 <gen>
      • Set VariableSet targetTeleportLocation = (Position of Portal 0003 <gen>)
      • Trigger - Run Activate Portal <gen> (checking conditions)
  • Activate Portal
    • Events
    • Conditions
    • Actions
      • Unit - Unhide whichPortal
      • Unit - Make whichPortal Invulnerable
      • Unit - Grant shared vision of whichPortal to Player 7 (Green)
      • Unit - Add Waygate ability to whichPortal
      • Neutral Building - Set whichPortal destination to targetTeleportLocation
      • Neutral Building - Enable whichPortal
      • Unit - Add a 15.00 second Generic expiration timer to whichPortal
I assume that your "Portal (Terrordar)" spell is based off Tranquility spell, hence why in "Terrordar Issued an Order" trigger I order the unit to use Tranquility. If you based your Portal spell off different spell, then just update it to correct order.
 
Yes, that will not work.
Using the following action in your "Portal Trigger":
  • Trigger - Run Portal Activation <gen> (checking conditions)
means that you want to run all actions of "Portal Activation" trigger as part of the "Portal Trigger", but only if "Portal Activation" trigger's condition are satisfied. In essence, you can think of it as if you created following big trigger by merging your three triggers:
  • Portal Trigger
    • Events
      • Unit - A unit owned by Player 7 (Green) Is issued an order targeting an object
    • Conditions
      • (Owner of (Triggering unit)) Equal to Player 7 (Green)
    • Actions
      • Trigger - Turn off Portal Trigger <gen>
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Triggering unit) Equal to Terrordar_Dreadlord
          • (Ability being cast) Equal to Portal (Terrordar)
        • Then - Actions
          • Trigger - Turn off Portal Activation <gen>
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • (Casting unit) Equal to Terrordar_Dreadlord
              • (Ability being cast) Equal to Portal (Terrordar)
            • Then - Actions
              • Trigger - Turn off Portal Spell <gen>
              • Set VariableSet Point01 = (Position of Portal 3683 <gen>)
              • Set VariableSet Point02 = (Position of Portal 3682 <gen>)
              • Unit - Unhide Portal 3683 <gen>
              • Unit - Make Portal 3683 <gen> Invulnerable
              • Unit - Grant shared vision of Portal 3683 <gen> to Player 7 (Green)
              • Unit - Add Waygate ability to Portal 3683 <gen>
              • Neutral Building - Set Portal 3683 <gen> destination to (Center of Portal From <gen>)
              • Neutral Building - Enable Portal 3683 <gen>
              • Unit - Add a 15.00 second Generic expiration timer to Portal 3683 <gen>
              • Unit - Unhide Portal 3682 <gen>
              • Unit - Make Portal 3682 <gen> Invulnerable
              • Unit - Grant shared vision of Portal 3682 <gen> to Player 7 (Green)
              • Unit - Add Waygate ability to Portal 3682 <gen>
              • Neutral Building - Set Portal 3682 <gen> destination to (Center of PortalRegion <gen>)
              • Neutral Building - Enable Portal 3682 <gen>
              • Unit - Add a 15.00 second Generic expiration timer to Portal 3682 <gen>
            • Else - Actions
        • Else - Actions
From this, the issue as to why it does not work should be more apparent: There is no (Casting unit) and there is no (Ability being cast), because it is a "Unit issued an order" event, not a "Unit begins/starts casting an ability" event.

First of all, in your "Portal Trigger" trigger there is no need for the condition "Triggering unit belongs to Player 7", as the event runs only for Player 7.

Second of all, the event "Is issued an order targeting an object" runs when player targets any object, not only units. So for example it will run when player 7 makes Peon target a tree, or makes Hero target a crate/barrel, or any other destructible. To ensure that this starts only when Player 7 targets an actual unit, use condition like
  • (Target unit of issued order) Not equal to No unit
Next, if you want to disable trigger itself once it executes, just use
  • Trigger - Turn off (This trigger)
as that is easier to read, less error-prone and also easier for the rest of us to understand what you are trying to do.

Next, your "Portal Activation" trigger is completely useless in what you are trying to achieve. As described in the picture in Casting Events Guide guide, when unit starts casting something, it goes through multiple cast events. Use "Begins casting an ability" when you want to perform some additional checks before unit actually starts casting the spell (as this runs before spell's mana cost is applied on the unit and before spell's cooldown starts). As you don't really do anything in that trigger, it serves no purpose.

Also, if Player 7 has more units than just "Terrordar_Dreadlord" unit, then make sure that the issued unit is actually Terrordar_Dreadlord before you turn triggers off. Imagine that Player 7 has for example a Ghoul unit. That Ghoul unit is issued an order to attack some enemy. This will run your "Portal Trigger", which promptly turns itself off. When the time comes when Terrordar_Dreadlord is issued an order, then nothing happens since the "Portal Trigger" has been turned off earlier by Ghoul.


My guess is that you want to order Terrordar_Dreadlord to cast Portal spell the first time Terrordar_Dreadlord is issued an order targeting a unit? If so, the following could work:
  • Terrordar Issued an Order
    • Events
      • Unit - A unit owned by Player 7 (Green) Is issued an order targeting an object
    • Conditions
      • (Target unit of issued order) Not equal to No unit
      • (Triggering unit) Equal to Terrordar_Dreadlord
    • Actions
      • Trigger - Turn off (This trigger)
      • Unit - Order Terrordar_Dreadlord to Night Elf Keeper Of The Grove - Tranquility.
  • Portal Spell
    • Events
      • Unit - A unit Starts the effect of an ability
    • Conditions
      • (Triggering unit) Equal to Terrordar_Dreadlord
      • (Ability being cast) Equal to Portal (Terrordar)
    • Actions
      • Trigger - Turn off (This trigger)
      • -------- --------------------------------------------------------------- --------
      • Set VariableSet whichPortal = Portal 0003 <gen>
      • Set VariableSet targetTeleportLocation = (Position of Portal 0004 <gen>)
      • Trigger - Run Activate Portal <gen> (checking conditions)
      • -------- --------------------------------------------------------------- --------
      • Set VariableSet whichPortal = Portal 0004 <gen>
      • Set VariableSet targetTeleportLocation = (Position of Portal 0003 <gen>)
      • Trigger - Run Activate Portal <gen> (checking conditions)
  • Activate Portal
    • Events
    • Conditions
    • Actions
      • Unit - Unhide whichPortal
      • Unit - Make whichPortal Invulnerable
      • Unit - Grant shared vision of whichPortal to Player 7 (Green)
      • Unit - Add Waygate ability to whichPortal
      • Neutral Building - Set whichPortal destination to targetTeleportLocation
      • Neutral Building - Enable whichPortal
      • Unit - Add a 15.00 second Generic expiration timer to whichPortal
I assume that your "Portal (Terrordar)" spell is based off Tranquility spell, hence why in "Terrordar Issued an Order" trigger I order the unit to use Tranquility. If you based your Portal spell off different spell, then just update it to correct order.
I just put the spell it was based it it was mass teleport. I did everything you told me. But it still dosen't work .
 
What doesn't work? Terrordar_Dreadlord doesn't use the spell? Or he uses the spell but it doesn't create/show portals? It shows the portals but those portals don't work?

You can also use debug messages, for example placing something like this at the start of "Terrordar Issued an Order" to see when it prints the value in game and if it prints the value at the time you expect, etc.
  • Game - Display to (All players) the text: 1
 
What doesn't work? Terrordar_Dreadlord doesn't use the spell? Or he uses the spell but it doesn't create/show portals? It shows the portals but those portals don't work?
Terrordar dosen't use the spell or creates the portals.
 
If you add the debug message from my previous post into "Terrordar Issued an Order" trigger and see the value printed in game, yet Terrordar doesn't cast his spell, then either you are issuing wrong order to Terrordar (you wrote you based it off Mass Teleport, but that requires a unit target, so perhaps the target is wrong or missing) or there could be something else preventing him from casting it (like mana cost, etc.)
 
If you add the debug message from my previous post into "Terrordar Issued an Order" trigger and see the value printed in game, yet Terrordar doesn't cast his spell, then either you are issuing wrong order to Terrordar (you wrote you based it off Mass Teleport, but that requires a unit target, so perhaps the target is wrong or missing) or there could be something else preventing him from casting it (like mana cost, etc.)
I just created events to unhide the portals . It worked but when player 7 wants to attack Terrordar dosen't create any portals to attack.
 
My trigger from earlier post:
  • Terrordar Issued an Order
    • Events
      • Unit - A unit owned by Player 7 (Green) Is issued an order targeting an object
    • Conditions
      • (Target unit of issued order) Not equal to No unit
      • (Triggering unit) Equal to Terrordar_Dreadlord
    • Actions
      • ...
assumes that Terrordar is part of Player 7. If that is not the case and you want to run this when Player 7 makes his own units target Terrordar, then you probably need to update the conditions to "(Target unit of issued order) Equal to Terrordar_Dreadlord"
 
My trigger from earlier post:
  • Terrordar Issued an Order
    • Events
      • Unit - A unit owned by Player 7 (Green) Is issued an order targeting an object
    • Conditions
      • (Target unit of issued order) Not equal to No unit
      • (Triggering unit) Equal to Terrordar_Dreadlord
    • Actions
      • ...
assumes that Terrordar is part of Player 7. If that is not the case and you want to run this when Player 7 makes his own units target Terrordar, then you probably need to update the conditions to "(Target unit of issued order) Equal to Terrordar_Dreadlord"
Tried it I updated to target unit issue order equeal to Terrordar dosen't work still. He dosen't open the portal. I've also put mass teleport to target random units from player 7.
 
If you've added the debug message to 'Terrordar Issued an Order" trigger, does it display that value in game at all?
Also, if you no target is required for Terrordar's Portal spell at all, won't it be better to just replace the spell for one that does not require a target?
So. I replaced a spell for Terrordar's portal with tranquillty he casted a spell once then the other time I tested he didn't cast a spell. So it kinda worked for one testing for the other testing of the map it didn't. And how do you debug a trigger. Can you show me again?
 
See my post here about the debug messages:
What doesn't work? Terrordar_Dreadlord doesn't use the spell? Or he uses the spell but it doesn't create/show portals? It shows the portals but those portals don't work?

You can also use debug messages, for example placing something like this at the start of "Terrordar Issued an Order" to see when it prints the value in game and if it prints the value at the time you expect, etc.
  • Game - Display to (All players) the text: 1
 
Done what you said . I put the game dispaly the text to 1 . Terrordar dosen't still open the portal or the display the text dosen't show up.
So, that tells you that at least 1 of the following is true:
  • Terrordar_Dreadlord is not set to the unit you expect it to (or at all).
  • Target is not a unit.
  • Order to cast ability is never made.
  • Trigger is not enabled
Do more Display Texts until you figure out what of these options is true and correct it.
When some functions fail, they do so cancelling remaining actions or just return 0 or null, so multiple prints is sometimes required to understand what works and what does not work.
 
So, that tells you that at least 1 of the following is true:
  • Terrordar_Dreadlord is not set to the unit you expect it to (or at all).
  • Target is not a unit.
  • Order to cast ability is never made.
  • Trigger is not enabled
Do more Display Texts until you figure out what of these options is true and correct it.
When some functions fail, they do so cancelling remaining actions or just return 0 or null, so multiple prints is sometimes required to understand what works and what does not work.
Terrordar Dreadlord is set to Terrordar Unit, Order to cast abilly is made just dosen't work somehow. Trigger is enabled yes. Target I have to check. Target is set but still don't work.
 
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also @Pekisa7 post the trigger with the debug message, perhaps we will be able to see the issue in it.
I tried debuging issue order put it just say dispay text 1. And Terrordar still does nothing.
  • Debug Target Issue
    • Events
      • Player - Player 4 (Purple) types a chat message containing Target Issue as An exact match
    • Conditions
    • Actions
      • Trigger - Add Portal Issue Order <gen> to the trigger queue (Checking conditions)
      • Game - Display to (All players) the text: 1
  • Debug Portal Spell
    • Events
      • Player - Player 4 (Purple) types a chat message containing Spell as An exact match
    • Conditions
    • Actions
      • Trigger - Add Portal Spell <gen> to the trigger queue (Checking conditions)
      • Game - Display to (All players) the text: 1
  • Debug Portal Activation
    • Events
      • Player - Player 4 (Purple) types a chat message containing Activation as An exact match
    • Conditions
    • Actions
      • Trigger - Add Portal Activation <gen> to the trigger queue (Checking conditions)
      • Game - Display to (All players) the text: 1
 
Last edited:
You should do your tests in a way that simulates how the triggers will run in actual game.
So for example your "Debug Target Issue" trigger could create a player 7 unit and issue that unit to target Terrordar.
That should satisfy the event and conditions in the "Terrordar Issued an Order" trigger that I posted some time ago.

If you want to test if the actual Portal spell works, just change Terrordar's player to your own player (or temporarily set it so that you have full control of units of a player that own Terrordar). Then select Terrordar and manually cast his spell and see if it works or not.

The three triggers you posted will never work.
For example, assuming your "Portal Issue Order" trigger looks like the one I posted few posts earlier, i.e. something like this:
  • Terrordar Issued an Order
    • Events
      • Unit - A unit owned by Player 7 (Green) Is issued an order targeting an object
    • Conditions
      • (Target unit of issued order) Equal to Terrordar_Dreadlord
    • Actions
      • Trigger - Turn off (This trigger)
      • Unit - Order Terrordar_Dreadlord to Night Elf Keeper Of The Grove - Tranquility.
Then what does your "Debug Target Issue" do? It ignores the event of "Portal Issue Order" trigger and just forcefully starts it - first by checking its conditions and then by running its actions (if conditions are satisfied).
So in conditions, which unit is the (Target unit of issued order)? The answer is no unit, because you forcefully started the trigger.
So the condition "(Target unit of issued order) Equal to Terrordar_Dreadlord" is evaluated at runtime as "(No unit) Equal to Terrordar_Dreadlord" which is not true - as you wrote earlier, Terrordar_Dreadlord points to an actual unit.
Condition is not satisfied, so the actions will not run.

One way to fix this is to just change
  • Trigger - Add Portal Issue Order <gen> to the trigger queue (Checking conditions)
into
  • Trigger - Add Portal Issue Order <gen> to the trigger queue (Ignoring conditions) <-- change here to "ignoring conditions"
That will at least prevent the condition check. However you may still face some issues in your triggers. For example there will be no (Casting unit), no (Ability Being Cast), etc.
 
You should do your tests in a way that simulates how the triggers will run in actual game.
So for example your "Debug Target Issue" trigger could create a player 7 unit and issue that unit to target Terrordar.
That should satisfy the event and conditions in the "Terrordar Issued an Order" trigger that I posted some time ago.

If you want to test if the actual Portal spell works, just change Terrordar's player to your own player (or temporarily set it so that you have full control of units of a player that own Terrordar). Then select Terrordar and manually cast his spell and see if it works or not.

The three triggers you posted will never work.
For example, assuming your "Portal Issue Order" trigger looks like the one I posted few posts earlier, i.e. something like this:
  • Terrordar Issued an Order
    • Events
      • Unit - A unit owned by Player 7 (Green) Is issued an order targeting an object
    • Conditions
      • (Target unit of issued order) Equal to Terrordar_Dreadlord
    • Actions
      • Trigger - Turn off (This trigger)
      • Unit - Order Terrordar_Dreadlord to Night Elf Keeper Of The Grove - Tranquility.
Then what does your "Debug Target Issue" do? It ignores the event of "Portal Issue Order" trigger and just forcefully starts it - first by checking its conditions and then by running its actions (if conditions are satisfied).
So in conditions, which unit is the (Target unit of issued order)? The answer is no unit, because you forcefully started the trigger.
So the condition "(Target unit of issued order) Equal to Terrordar_Dreadlord" is evaluated at runtime as "(No unit) Equal to Terrordar_Dreadlord" which is not true - as you wrote earlier, Terrordar_Dreadlord points to an actual unit.
Condition is not satisfied, so the actions will not run.

One way to fix this is to just change
  • Trigger - Add Portal Issue Order <gen> to the trigger queue (Checking conditions)
into
  • Trigger - Add Portal Issue Order <gen> to the trigger queue (Ignoring conditions) <-- change here to "ignoring conditions"
That will at least prevent the condition check. However you may still face some issues in your triggers. For example there will be no (Casting unit), no (Ability Being Cast), etc.
Nothing works. Ive tried it . Nothing. What abillty should I use instead of Tranquillty ?
 
I would probably confirm assumptions with prints (Display Text).
Display Text (with different information, such as incrementing numbers or "actual messages") on steps leading up to the order being issued, where does it stop? Is the print directly after the order-action displayed?
This should give you the information: "it comes to this point, but not further" and next step is to figure out "why?".

I've made many mistakes leading to "ability not being cast", when expected. See
  • Send order to incorrect unit
  • Triggers not active (or activated wrong trigger somewhere in a series of triggers)
  • Unit didn't have the ability
  • Unit had multiple abilities with the same orderid.
  • Not enough mana
  • Not allowed targets in ability
  • Research is required
  • Wong order being sent
  • I had an "if" and should've swapped true/false (or less-than, greater-than) cases
  • The unit was locked in an animation and was ordered to do something else before this expected order was issued
  • Unit removed before spell was actually cast
  • Unit ACTUALLY cast the ability, but I just didn't see what I looked for, assuming it failed to cast, just needed something else to make it behave as I expected.
  • Ability not being able to be used as I wanted to, so I had to change base ability (don't remember what I tried to do when this was a problem).
and many, many more issues.

In order to narrow it down, you need to confirm what step you manage to reach and see "I come to this step, but not the next step".

Also, I'm very unsure of the current state of the triggers and cannot comment on specifics in them for that reason.
 
I would probably confirm assumptions with prints (Display Text).
Display Text (with different information, such as incrementing numbers or "actual messages") on steps leading up to the order being issued, where does it stop? Is the print directly after the order-action displayed?
This should give you the information: "it comes to this point, but not further" and next step is to figure out "why?".

I've made many mistakes leading to "ability not being cast", when expected. See
  • Send order to incorrect unit
  • Triggers not active (or activated wrong trigger somewhere in a series of triggers)
  • Unit didn't have the ability
  • Unit had multiple abilities with the same orderid.
  • Not enough mana
  • Not allowed targets in ability
  • Research is required
  • Wong order being sent
  • I had an "if" and should've swapped true/false (or less-than, greater-than) cases
  • The unit was locked in an animation and was ordered to do something else before this expected order was issued
  • Unit removed before spell was actually cast
  • Unit ACTUALLY cast the ability, but I just didn't see what I looked for, assuming it failed to cast, just needed something else to make it behave as I expected.
  • Ability not being able to be used as I wanted to, so I had to change base ability (don't remember what I tried to do when this was a problem).
and many, many more issues.

In order to narrow it down, you need to confirm what step you manage to reach and see "I come to this step, but not the next step".

Also, I'm very unsure of the current state of the triggers and cannot comment on specifics in them for that reason.
  • Portal Issue Order
    • Events
      • Unit - A unit owned by Player 7 (Green) Is issued an order targeting an object
    • Conditions
      • (Owner of (Attacked unit)) Equal to Player 4 (Purple)
      • (Owner of (Attacking unit)) Equal to Player 7 (Green)
    • Actions
      • Trigger - Turn off Portal Issue Order <gen>
      • Unit - Order Terrordar_Dreadlord to Night Elf Keeper Of The Grove - Tranquility
  • Portal Spell
    • Events
      • Unit - A unit owned by Player 7 (Green) Finishes casting an ability
    • Conditions
      • (Ability being cast) Equal to Portal (Terrordar)
      • (Casting unit) Equal to Terrordar_Dreadlord
    • Actions
      • Trigger - Turn off Portal Spell <gen>
      • Unit - Kill Portal
      • Unit - Kill Portal02
  • Activate Portal
    • Events
      • Unit - A unit owned by Player 7 (Green) Starts the effect of an ability
    • Conditions
      • (Casting unit) Equal to Terrordar_Dreadlord
      • (Ability being cast) Equal to Portal (Terrordar)
    • Actions
      • Unit - Create 1 Portal for Player 7 (Green) at (Center of Portal From <gen>) facing Default building facing degrees
      • Set Portal = (Last created unit)
      • Unit - Make Portal Invulnerable
      • Unit - Grant shared vision of Portal to Player 7 (Green)
      • Unit - Add Waygate ability to Portal
      • Neutral Building - Set Portal destination to (Center of PortalRegion <gen>)
      • Neutral Building - Enable Portal
      • Unit - Add a 60.00 second Generic expiration timer to Portal
      • Unit - Create 1 Portal for Player 7 (Green) at (Center of Portal From <gen>) facing Default building facing degrees
      • Set Portal02 = (Last created unit)
      • Unit - Make Portal02 Invulnerable
      • Unit - Grant shared vision of Portal02 to Player 7 (Green)
      • Unit - Add Waygate ability to Portal02
      • Neutral Building - Set Portal02 destination to (Center of Portal From <gen>)
      • Neutral Building - Enable Portal02
      • Unit - Add a 60.00 second Generic expiration timer to Portal02
 
In your "Portal Issue Order" trigger, there is no (Attacked unit) and no (Attacking unit), as those are related to "Unit is attacked" event.
Replace (Attacked unit) with (Target unit of issued order) and (Attacking unit) with (Triggering unit).
Still dosen't work. I replaced it as you said . Still nothing.
 
  • Unit - Create 1 Portal for Player 7 (Green) at (Center of Portal From <gen>) facing Default building facing degrees
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    Set Portal = (Last created unit)
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    Unit - Make Portal Invulnerable
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    Unit - Grant shared vision of Portal to Player 7 (Green)
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    Unit - Add Waygate ability to Portal
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    neu.gif
    Neutral Building - Set Portal destination to (Center of PortalRegion <gen>)
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    neu.gif
    Neutral Building - Enable Portal
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    Unit - Add a 60.00 second Generic expiration timer to Portal
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    Unit - Create 1 Portal for Player 7 (Green) at (Center of Portal From <gen>) facing Default building facing degrees
Here Portal 1 and 2 are created at the same location(region) and by it not working do you mean the Hero isn't using it's ability or no portal is being created?
 
Here Portal 1 and 2 are created at the same location(region) and by it not working do you mean the Hero isn't using it's ability or no portal is being created?
The hero isn't using the abillty to create portals. I acually put unit that be Terrordar starts the effect of the abilly to create portals. But it dosen't work. Terrordar won't even start the abillty.
 
  • Untitled Trigger 001
    • Events
      • Unit - A unit owned by Player 1 (Red) Is issued an order targeting an object
    • Conditions
      • (Owner of (Triggering unit)) Equal to Player 1 (Red)
      • (Owner of (Target unit of issued order)) Equal to Neutral Hostile
    • Actions
      • Unit - Kill (Target unit of issued order)
This works for me, so i suggest you to try and test it. If it works maybe it has sth to do with the Hero, i assume the hero is preplaced or are you setting the variable somewhere else
 
  • Untitled Trigger 001
    • Events
      • Unit - A unit owned by Player 1 (Red) Is issued an order targeting an object
    • Conditions
      • (Owner of (Triggering unit)) Equal to Player 1 (Red)
      • (Owner of (Target unit of issued order)) Equal to Neutral Hostile
    • Actions
      • Unit - Kill (Target unit of issued order)
This works for me, so i suggest you to try and test it. If it works maybe it has sth to do with the Hero, i assume the hero is preplaced or are you setting the variable somewhere else
Tried what you did there but it didn't work. Also Terrordar is indeed a preplaced unit.
 
So you as player 1 ordering any of your unit to right click a neutral hostile unit didnt kill it instantly?
Upss sorry. I just checked again it did kill it istantly and it created the portals. Is this it our there is more to it?
 
so when you order your unit to the target unit, it instantly kills it and it runs the create portal trigger?
can you show me your current triggers
It worked when the unit is instantlly killed yes it runs the trigger. So I changed it a little bit when the unit enters a region the portals are created. But how do I get Terrordar to cast abillty portal to a region.
  • Portal Issue Order
    • Events
      • Unit - A unit enters ForceWallDiscovered <gen>
    • Conditions
      • (Entering unit) Equal to Arthas_TheLichKing
      • (Owner of (Entering unit)) Equal to Player 4 (Purple)
    • Actions
      • Trigger - Turn off Portal Issue Order <gen>
      • Unit - Order Terrordar_Dreadlord to Night Elf Keeper Of The Grove - Tranquility
 
to have it cast to a region you'll need to base the ability off of a point target spell like carrion swarm, but i dont see the need of having the hero cast ability to a region, as you said if computer decides to attack player 4 it should instantly use it's portal ability to create 2 portals at 2 regions right?
 
to have it cast to a region you'll need to base the ability off of a point target spell like carrion swarm, but i dont see the need of having the hero cast ability to a region, as you said if computer decides to attack player 4 it should instantly use it's portal ability to create 2 portals at 2 regions right?
I think so. But how do create everytime that player 7 attacks the portal is created?
 
to make that happen we can continue with the initial attempt,
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Portal Issue Order
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    Events
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      Unit - A unit owned by Player 7 (Green) Is issued an order targeting an object
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    Conditions
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      if.gif
      (Owner of (Target unit of issued order)) Equal to Player 4 (Purple)
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      if.gif
      (Owner of (Triggering unit)) Equal to Player 7 (Green)
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    Actions
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      Trigger - Turn off Portal Issue Order <gen>
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      Unit - Order Terrordar_Dreadlord to Night Elf Keeper Of The Grove - Tranquility
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Activate Portal
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    Events
    • line.gif
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      unit.gif
      Unit - A unit owned by Player 7 (Green) Starts the effect of an ability
  • joinminus.gif
    cond.gif
    Conditions
    • line.gif
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      if.gif
      (Casting unit) Equal to Terrordar_Dreadlord
    • line.gif
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      if.gif
      (Ability being cast) Equal to Portal (Terrordar)
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    actions.gif
    Actions
    • empty.gif
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      unit.gif
      Unit - Create 1 Portal for Player 7 (Green) at (Center of Portal From <gen>) facing Default building facing degrees
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      set.gif
      Set Portal = (Last created unit)
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      Unit - Make Portal Invulnerable
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      Unit - Grant shared vision of Portal to Player 7 (Green)
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      unit.gif
      Unit - Add Waygate ability to Portal
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      neu.gif
      Neutral Building - Set Portal destination to (Center of PortalRegion <gen>)
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      neu.gif
      Neutral Building - Enable Portal
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      unit.gif
      Unit - Add a 60.00 second Generic expiration timer to Portal
    • empty.gif
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      unit.gif
      Unit - Create 1 Portal for Player 7 (Green) at (Center of Portal2 From <gen>) facing Default building facing degrees
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      Set Portal02 = (Last created unit)
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      Unit - Make Portal02 Invulnerable
    • empty.gif
      join.gif
      unit.gif
      Unit - Grant shared vision of Portal02 to Player 7 (Green)
    • empty.gif
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      unit.gif
      Unit - Add Waygate ability to Portal02
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      neu.gif
      Neutral Building - Set Portal02 destination to (Center of Portal From <gen>)
    • empty.gif
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      neu.gif
      Neutral Building - Enable Portal02
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      unit.gif
      Unit - Add a 60.00 second Generic expiration timer to Portal02
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Portal Spell
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    Events
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      Unit - A unit owned by Player 7 (Green) Finishes casting an ability
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    Conditions
    • line.gif
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      if.gif
      (Ability being cast) Equal to Portal (Terrordar)
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      if.gif
      (Casting unit) Equal to Terrordar_Dreadlord
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    Actions
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      Trigger - Turn off Portal Spell <gen>
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      Unit - Kill Portal
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      Unit - Kill Portal02
Ultimately the 3 triggers should look like this, and all should be on at all times, but do bare in mind that after its first iteration, it wont run again, so to make it always run, we can add a condition checking if the hero's spell is ready
like this
  • Untitled Trigger 001
    • Events
    • Conditions
    • Actions
      • Custom script: set udg_Cooldown = BlzGetUnitAbilityCooldownRemaining(Terrordar_Dreadlord, 'A000') //Ability Id
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • Cooldown Equal to 0.00
        • Then - Actions
          • Unit - Order Terrordar_Dreadlord to Night Elf Keeper Of The Grove - Tranquility
        • Else - Actions
This requires Real variable named Cooldown
 
to make that happen we can continue with the initial attempt,



Ultimately the 3 triggers should look like this, and all should be on at all times, but do bare in mind that after its first iteration, it wont run again, so to make it always run, we can add a condition checking if the hero's spell is ready
like this
  • Untitled Trigger 001
    • Events
    • Conditions
    • Actions
      • Custom script: set udg_Cooldown = BlzGetUnitAbilityCooldownRemaining(Terrordar_Dreadlord, 'A000') //Ability Id
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • Cooldown Equal to 0.00
        • Then - Actions
          • Unit - Order Terrordar_Dreadlord to Night Elf Keeper Of The Grove - Tranquility
        • Else - Actions
This requires Real variable named Cooldown
  • Portal Again
    • Events
    • Conditions
    • Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • Cooldown Equal to 0.00
        • Then - Actions
          • Unit - Order Terrordar_Dreadlord to Night Elf Keeper Of The Grove - Tranquility
        • Else - Actions
Like this? Also how do I make when other players enter the region that allows you to teleport to the player 7's base to not teleport them to their base. I kinda did it like this but it doesent work.

  • Portal Dont Go
    • Events
      • Unit - A unit enters PortalRegion <gen>
    • Conditions
      • (Owner of (Entering unit)) Equal to Player 4 (Purple)
      • (Owner of (Entering unit)) Equal to Player 5 (Yellow)
      • (Owner of (Entering unit)) Equal to Player 6 (Orange)
      • (Owner of (Entering unit)) Equal to Player 17 (Wheat)
      • (Owner of (Entering unit)) Equal to Player 12 (Brown)
      • (Owner of (Entering unit)) Equal to Player 1 (Red)
      • (Owner of (Entering unit)) Equal to Player 2 (Blue)
      • (Owner of (Entering unit)) Equal to Player 3 (Teal)
      • (Owner of (Entering unit)) Equal to Player 9 (Gray)
      • (Owner of (Entering unit)) Equal to Player 11 (Dark Green)
      • (Owner of (Entering unit)) Equal to Player 15 (Turquoise)
      • (Owner of (Entering unit)) Equal to Player 16 (Violet)
      • (Owner of (Entering unit)) Equal to Player 21 (Coal)
      • (Owner of (Entering unit)) Equal to Player 24 (Peanut)
      • (Owner of (Entering unit)) Equal to Player 22 (Snow)
    • Actions
      • Do nothing
Anyway thank you so much for helping me.
 
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  • Portal Again
    • Events
    • Conditions
    • Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • Cooldown Equal to 0.00
        • Then - Actions
          • Unit - Order Terrordar_Dreadlord to Night Elf Keeper Of The Grove - Tranquility
        • Else - Actions
Like this? Also how do I make when other players enter the region that allows you to teleport to the player 7's base to not teleport them to their base. I kinda did it like this but it doesent work.

  • Portal Dont Go
    • Events
      • Unit - A unit enters PortalRegion <gen>
    • Conditions
      • (Owner of (Entering unit)) Equal to Player 4 (Purple)
      • (Owner of (Entering unit)) Equal to Player 5 (Yellow)
      • (Owner of (Entering unit)) Equal to Player 6 (Orange)
      • (Owner of (Entering unit)) Equal to Player 17 (Wheat)
      • (Owner of (Entering unit)) Equal to Player 12 (Brown)
      • (Owner of (Entering unit)) Equal to Player 1 (Red)
      • (Owner of (Entering unit)) Equal to Player 2 (Blue)
      • (Owner of (Entering unit)) Equal to Player 3 (Teal)
      • (Owner of (Entering unit)) Equal to Player 9 (Gray)
      • (Owner of (Entering unit)) Equal to Player 11 (Dark Green)
      • (Owner of (Entering unit)) Equal to Player 15 (Turquoise)
      • (Owner of (Entering unit)) Equal to Player 16 (Violet)
      • (Owner of (Entering unit)) Equal to Player 21 (Coal)
      • (Owner of (Entering unit)) Equal to Player 24 (Peanut)
      • (Owner of (Entering unit)) Equal to Player 22 (Snow)[URL='https://www.hiveworkshop.com/search/'] Search [/URL]
    • Actions
      • Do nothing
Anyway thank you so much for helping me.
Since you are using the Waygate ability, which doesnt allow conditional checks, we cant specifically make it work for Player 7 but you can replace the waygate ability with triggers like this
  • Portal Go
    • Events
      • Unit - A unit enters PortalRegion <gen>
    • Conditions
      • (Owner of (Entering unit)) Equal to Player 7 (Green)
    • Actions
      • Move (Entering unit) to Portal2 instantly facing default.
Additionally here you need to add this line of custom script otherwise it wont work
  • Custom script: set udg_Cooldown = BlzGetUnitAbilityCooldownRemaining(Terrordar_Dreadlord, 'A000') // Ability id
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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    cond.gif
    If - Conditions
    • empty.gif
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      if.gif
      Cooldown Equal to 0.00
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    actions.gif
    Then - Actions
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      Unit - Order Terrordar_Dreadlord to Night Elf Keeper Of The Grove - Tranquility
  • empty.gif
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    actions.gif
    Else - Actions
 
Since you are using the Waygate ability, which doesnt allow conditional checks, we cant specifically make it work for Player 7 but you can replace the waygate ability with triggers like this
  • Portal Go
    • Events
      • Unit - A unit enters PortalRegion <gen>
    • Conditions
      • (Owner of (Entering unit)) Equal to Player 7 (Green)
    • Actions
      • Move (Entering unit) to Portal2 instantly facing default.
Additionally here you need to add this line of custom script otherwise it wont work
  • Custom script: set udg_Cooldown = BlzGetUnitAbilityCooldownRemaining(Terrordar_Dreadlord, 'A000') // Ability id
How do i do the last trigger? Move (Entering Unit) to Portal02 instantly facing default. And how to I make custom scripts?
 
in Gui you can use, Custom Script action located at 3rd line of actions, and use the Unit move instantly action

  • Custom script: set udg_Cooldown = BlzGetUnitAbilityCooldownRemaining(Terrordar_Dreadlord, 'A000')
  • Unit - Move (Entering unit) instantly to (Portal2 <gen>)
The triggers should look like this

  • Portal Issue Order
  • Events
  • Unit - A unit owned by Player 7 (Green) Is issued an order targeting an object
  • Conditions
  • (Owner of (Target unit of issued order)) Equal to Player 4 (Purple)
  • (Owner of (Triggering unit)) Equal to Player 7 (Green)
  • Actions
  • Custom script: set udg_Cooldown = BlzGetUnitAbilityCooldownRemaining(Terrordar_Dreadlord, 'A000')
  • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
    • If - Conditions
      • Cooldown Equal to 0.00
    • Then - Actions
      • Unit - Order Terrordar_Dreadlord to Night Elf Keeper Of The Grove - Tranquility
      • Trigger - Turn off Portal Issue Order <gen>
    • Else - Actions
  • Portal Spell
  • Events
  • Unit - A unit owned by Player 7 (Green) Finishes casting an ability
  • Conditions
  • (Ability being cast) Equal to Portal (Terrordar)
  • (Casting unit) Equal to Terrordar_Dreadlord
  • Actions
  • Trigger - Turn on Portal Issue Order <gen>
  • Unit - Kill Portal
  • Unit - Kill Portal02

  • Activate Portal
  • Events
  • Unit - A unit owned by Player 7 (Green) Starts the effect of an ability
  • Conditions
  • (Casting unit) Equal to Terrordar_Dreadlord
  • (Ability being cast) Equal to Portal (Terrordar)
  • Actions
  • Unit - Create 1 Portal for Player 7 (Green) at (Center of Portal From <gen>) facing Default building facing degrees
  • Set Portal = (Last created unit)
  • Unit - Make Portal Invulnerable
  • Unit - Grant shared vision of Portal to Player 7 (Green)
  • Unit - Add Waygate ability to Portal
  • Neutral Building - Set Portal destination to (Center of PortalRegion <gen>)
  • Neutral Building - Enable Portal
  • Unit - Add a 60.00 second Generic expiration timer to Portal
  • Unit - Create 1 Portal for Player 7 (Green) at (Center of Portal2 From <gen>) facing Default building facing degrees
  • Set Portal02 = (Last created unit)
  • Unit - Make Portal02 Invulnerable
  • Unit - Grant shared vision of Portal02 to Player 7 (Green)
  • Unit - Add Waygate ability to Portal02
  • Neutral Building - Set Portal02 destination to (Center of Portal From <gen>)
  • Neutral Building - Enable Portal02
  • Unit - Add a 60.00 second Generic expiration timer to Portal02
 
in Gui you can use, Custom Script action located at 3rd line of actions, and use the Unit move instantly action

  • Custom script: set udg_Cooldown = BlzGetUnitAbilityCooldownRemaining(Terrordar_Dreadlord, 'A000')
  • Unit - Move (Entering unit) instantly to (Portal2 <gen>)
The triggers should look like this

  • Portal Issue Order
  • Events
  • Unit - A unit owned by Player 7 (Green) Is issued an order targeting an object
  • Conditions
  • (Owner of (Target unit of issued order)) Equal to Player 4 (Purple)
  • (Owner of (Triggering unit)) Equal to Player 7 (Green)
  • Actions
  • Custom script: set udg_Cooldown = BlzGetUnitAbilityCooldownRemaining(Terrordar_Dreadlord, 'A000')
  • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
    • If - Conditions
      • Cooldown Equal to 0.00
    • Then - Actions
      • Unit - Order Terrordar_Dreadlord to Night Elf Keeper Of The Grove - Tranquility
      • Trigger - Turn off Portal Issue Order <gen>
    • Else - Actions
  • Portal Spell
  • Events
  • Unit - A unit owned by Player 7 (Green) Finishes casting an ability
  • Conditions
  • (Ability being cast) Equal to Portal (Terrordar)
  • (Casting unit) Equal to Terrordar_Dreadlord
  • Actions
  • Trigger - Turn on Portal Issue Order <gen>
  • Unit - Kill Portal
  • Unit - Kill Portal02

  • Activate Portal
  • Events
  • Unit - A unit owned by Player 7 (Green) Starts the effect of an ability
  • Conditions
  • (Casting unit) Equal to Terrordar_Dreadlord
  • (Ability being cast) Equal to Portal (Terrordar)
  • Actions
  • Unit - Create 1 Portal for Player 7 (Green) at (Center of Portal From <gen>) facing Default building facing degrees
  • Set Portal = (Last created unit)
  • Unit - Make Portal Invulnerable
  • Unit - Grant shared vision of Portal to Player 7 (Green)
  • Unit - Add Waygate ability to Portal
  • Neutral Building - Set Portal destination to (Center of PortalRegion <gen>)
  • Neutral Building - Enable Portal
  • Unit - Add a 60.00 second Generic expiration timer to Portal
  • Unit - Create 1 Portal for Player 7 (Green) at (Center of Portal2 From <gen>) facing Default building facing degrees
  • Set Portal02 = (Last created unit)
  • Unit - Make Portal02 Invulnerable
  • Unit - Grant shared vision of Portal02 to Player 7 (Green)
  • Unit - Add Waygate ability to Portal02
  • Neutral Building - Set Portal02 destination to (Center of Portal From <gen>)
  • Neutral Building - Enable Portal02
  • Unit - Add a 60.00 second Generic expiration timer to Portal02
Where can I find GUI. Do I have to download from Hive or is it in the WE?
 
Gui refers to the WE Event,Condition,Action stuff that we are using, and to find Custom Script go to action section and press C button 2 times
Thank you. Do I write all of this to the custom script ? set udg_Cooldown = BlzGetUnitAbilityCooldownRemaining(Terrordar_Dreadlord, 'A000').
 
can you show what the syntax error says, and have you successfully changed your spell id, it could be sth like 'A01A'
It says Line 30001: Syntax Error , unexpected:''A01E'? Mine is A01E. There is also in object editor the following A01E:AEtq
 
it must have the apostrophe, set udg_Cooldown = BlzGetUnitAbilityCooldownRemaining(Terrordar_Dreadlord, 'A01E')
Thank you so much for helping me. It also wanted me to write udg_Terrordar_Dreadlord so I did. But thank you again for helping me. Sorry but something doesn't work again. When the player faction undead enter the region it still teleports them to the player 7 base.
 
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