[General] Expiration timer to building

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I created a building and use action
  • Unit - Add a 15.00 second Generic expiration timer to (Last created unit)
to make it temporal but nothing happens. Are there any ways to add expiration timer to a building?
 
I created a building and use action
  • Unit - Add a 15.00 second Generic expiration timer to (Last created unit)
to make it temporal but nothing happens. Are there any ways to add expiration timer to a building?

Not sure why that doesn't work, but you can always create a trigger with Timer that runs for 15 seconds.

Then create another trigger to check if the Timer expired, and kill / remove your desired building.

Maybe if you show us the full trigger I can see the context a bit further so I can help you out.
 
Maybe if you show us the full trigger I can see the context a bit further so I can help you out.

Here you go, I wait for 15 seconds but nothing happens. I intend to use Timer but Expiration Timer will be neater.

  • Swap cast
    • Events
      • Unit - A unit Starts the effect of an ability
    • Conditions
      • (Ability being cast) Equal to Swap
    • Actions
      • Set SwapPoint[0] = (Target point of ability being cast)
      • Set SwapPoint[1] = (Position of (Triggering unit))
      • Unit - Move (Triggering unit) instantly to SwapPoint[0]
      • Unit - Create 1 Ancient Protector for (Owner of (Triggering unit)) at SwapPoint[0] facing (180.00 + (Facing of (Triggering unit))) degrees
      • Unit - Move (Last created unit) instantly to SwapPoint[1]
      • Unit - Add a 15.00 second Generic expiration timer to (Last created unit)
      • Custom script: call RemoveLocation(udg_SwapPoint[0])
      • Custom script: call RemoveLocation(udg_SwapPoint[1])
 
Here you go, I wait for 15 seconds but nothing happens. I intend to use Timer but Expiration Timer will be neater.

  • Swap cast
    • Events
      • Unit - A unit Starts the effect of an ability
    • Conditions
      • (Ability being cast) Equal to Swap
    • Actions
      • Set SwapPoint[0] = (Target point of ability being cast)
      • Set SwapPoint[1] = (Position of (Triggering unit))
      • Unit - Move (Triggering unit) instantly to SwapPoint[0]
      • Unit - Create 1 Ancient Protector for (Owner of (Triggering unit)) at SwapPoint[0] facing (180.00 + (Facing of (Triggering unit))) degrees
      • Unit - Move (Last created unit) instantly to SwapPoint[1]
      • Unit - Add a 15.00 second Generic expiration timer to (Last created unit)
      • Custom script: call RemoveLocation(udg_SwapPoint[0])
      • Custom script: call RemoveLocation(udg_SwapPoint[1])

Are you registering Last Created Unit in the trigger where it is created via variable? Try setting a variable for Last Created Unit, i think the problem is just that the unit isn't registered and then last created unit doesn't occur.
 
Are you registering Last Created Unit in the trigger where it is created via variable? Try setting a variable for Last Created Unit, i think the problem is just that the unit isn't registered and then last created unit doesn't occur.

I also registered it to a variable but nothing happens to the Ancient Protector building. I guess I must use Timer
 
I think it does get the Expiration Timer, it just doesn't display it because Buildings don't display Buffs. You need to go into Gameplay Constants and enable Buildings - Status Display.

Unrelated, why can't you just create the Tower at SwapPoint[1]? I don't understand the need for this:
  • Unit - Move (Last created unit) instantly to SwapPoint[1]
If moving the caster interrupts the spell (moving issues a Stop order), I suggest using SetUnitX/Y:
  • Set Variable Caster = (Triggering unit)
  • Custom script: call SetUnitX( udg_Caster, GetLocationX( udg_SwapPoint[0] )
  • Custom script: call SetUnitY( udg_Caster, GetLocationY( udg_SwapPoint[0] )
This will move the units without any interruptions while also ignoring collision.

But be aware of weird side effects, I noticed these functions acting funny in the more recent patches.
 
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