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[Trigger] Easy Trigger Fix Plz Help

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Level 4
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Jun 13, 2014
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The trigger just needs to force the boss to cast a spell every set amount of time however sometimes he does and sometimes he doesn't. Also sometimes when he does cast moving away from him at all will cause him to stop casting even though the spell range is at 9999 and his acquisition range is at 9999.

Here is the trigger

  • Lich Dnd
    • Events
      • Time - Every 16.00 seconds of game time
    • Conditions
    • Actions
      • Unit - Add LichBolt (Neutral Hostile) to LichBoss
      • Set Lichboltgroup = (Units in Lich Boss <gen> matching (((Matching unit) belongs to an enemy of Neutral Hostile) Equal to (==) True))
      • Unit - Order LichBoss to Neutral - Firebolt (Random unit from Lichboltgroup)
      • Game - Display to (All players) for 5.00 seconds the text: XXX begins to lichb...
      • Wait 4.00 seconds
      • Unit - Remove LichBolt (Neutral Hostile) from LichBoss
      • Custom script: call DestroyGroup( udg_Lichboltgroup )
 
Level 4
Joined
Jun 13, 2014
Messages
77
One thing that comes to mind is that the unit needs to have vision over the target, so even if the cast range is 99999 he can't cast it because the target is in fog of war.

a lot of the time the boss will be auto attacking them when the warning message pops up that should show hes about to cast and then he doesn't. I thought it may be cooldown or mana related so i lowered the mana cost and cooldown to 0.

Still doesn't work though.
 
Level 4
Joined
Jun 13, 2014
Messages
77
Hardly.
Targets allowed perhaps?

why would it work sometimes then and not others, mind explaining a solution.

Or could it have something to do with the fact that every 16 seconds im setting the variable and then destroying the group? Should i maybe only destroy the group at the end of the fight?


EDIT: got it i need to set a variable for the random unit part.
 
Level 2
Joined
Apr 7, 2008
Messages
19
Try removing the "Remove Ability" and "Add Ability" actions into a separate trigger that fires only when the battle begins and ends (as appropriate), and then set the ability itself to have a 15 sec cooldown (or slightly less than the repeating time interval, so COOLDOWN < 16).

In the "Battle Begins" trigger, move the "Set Unit Group" action to it, and move also the "Destroy Unit Group" to the "Battle Ends" trigger.

As a note: this solution works best in a situation in which players cannot escape the fight once they start it.
 
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