- Joined
- Sep 11, 2013
- Messages
- 488
Greetings!
I found a weird problem with my trigger.
In the second case, I set Dummy WISP movement speed to 522)
Now, When I cast the spell with my hero in the same scenario, The dummy unit will start to move to the enemy unit and then release his spell.
That's make no sense for me because dummy has more cast range than me on his spell. The only explanation is that, there is a delay between spells.
BUT I tested that with the same spell on both units and seems to be instant while the enemy is not moving.
BUT When the enemy is moving, the spells are no more instant and work only on Hero.
Here is an example of dummy with 0 ms and dummy with 522 ms behavior.
If I put global cast range on dummy spell, there is another problem because if an enemy unit blink away or teleports imediately after I start casting the hero spell, the dummy spell will go the entire map after that enemy and I don't want that. What I wish is simple.. If hero manage to cast the spell and enemy blink or teleport, the poison/missile must miss the enemy. Also, If hero manage to cast the spell, the dummy must launch the second spell at the same time.
How can I do that?
I attached the map with samples.
The help will be appreciated!
I found a weird problem with my trigger.
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Shadow Strike WISP 0 MS
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Events
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Unit - A unit Starts the effect of an ability
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Conditions
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(Unit-type of (Casting unit)) Equal to Infernal WISP 0 MS
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(Ability being cast) Equal to Shadow Strike - INT Channel
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Actions
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Game - Display to (All players) the text: WISP 0 MS
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Unit - Create 1 Wisp Shadow Strike Dummy 0 MS for (Owner of (Casting unit)) at (Position of (Casting unit)) facing (Angle from (Position of (Casting unit)) to (Position of (Target unit of ability being cast))) degrees
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Unit - Add a 10.00 second Generic expiration timer to (Last created unit)
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Unit - Add Shadow Strike XXX to (Last created unit)
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Unit - Set level of Shadow Strike XXX for (Last created unit) to (Level of Shadow Strike - INT Channel for (Casting unit))
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Unit - Order (Last created unit) to Neutral - Parasite (Target unit of ability being cast)
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-
In the second case, I set Dummy WISP movement speed to 522)
Now, When I cast the spell with my hero in the same scenario, The dummy unit will start to move to the enemy unit and then release his spell.
That's make no sense for me because dummy has more cast range than me on his spell. The only explanation is that, there is a delay between spells.
BUT I tested that with the same spell on both units and seems to be instant while the enemy is not moving.
BUT When the enemy is moving, the spells are no more instant and work only on Hero.
Here is an example of dummy with 0 ms and dummy with 522 ms behavior.
If I put global cast range on dummy spell, there is another problem because if an enemy unit blink away or teleports imediately after I start casting the hero spell, the dummy spell will go the entire map after that enemy and I don't want that. What I wish is simple.. If hero manage to cast the spell and enemy blink or teleport, the poison/missile must miss the enemy. Also, If hero manage to cast the spell, the dummy must launch the second spell at the same time.
How can I do that?
I attached the map with samples.
The help will be appreciated!
Attachments
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