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Feral Spirit Question

Discussion in 'World Editor Help Zone' started by yuganeigii, Nov 26, 2012.

  1. yuganeigii

    yuganeigii

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    i got a spell which a dummy uses feral spirit but the duration of the summoned unit is not what i intended to be no matter what i try (the summoned unit disappears before my intended duration it also mean it disappears before the timer runs-out)...these are my setting in the object editor:
    Click
    [​IMG]

    the summoned unit only last 15-17 seconds tops (even if i set the durations to 0) so i though maybe its because its summoned by a dummy unit so i tested a normal non-triggered feral spirit to be used by the main caster but the summoned wolf only last for 40-45 seconds tops


    question:
    What seems to be the problems with the duration?
    What do i do to fix these?
    Does the "Time-real second per game day" settings in the game constant settings have something to do with it?

    Advance thanks
     
    Last edited: Nov 26, 2012
  2. Teelo

    Teelo

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    If the spell is acting differently per unit then it is a problem with the unit, not the spell.
    No.
     
  3. yuganeigii

    yuganeigii

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    what do you mean? there might be a difference between the dummy unit and the main caster?
     
  4. Faestus

    Faestus

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    Did you cast the spell while the wolves were alive?
     
  5. yuganeigii

    yuganeigii

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    the feral spirit casted by the hero and the dummy unit are two different spells so i dont think it is necessary
     
  6. Kala

    Kala

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    Since you have duration set to 60, the problem isn't the spell. Have you done any triggers that could cause this?
     
  7. defskull

    defskull

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    Can you give us the test map so we can manage the problem easier ?
     
  8. yuganeigii

    yuganeigii

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    im sorry...im affraid no...the spell is already in the map that im working with and i dont want to post it until its finished i can give the trigger though since you made it (if you remember)

    Trigger Init
    • DP Setup
      • Events
        • Map initialization
      • Conditions
      • Actions
        • Set DP_Ability = Test (Archimonde)
        • Set DP_DummyAbility[1] = Chance 1
        • Set DP_DummyAbility[2] = Chance 2
        • Set DP_DummyAbility[3] = Chance 3
        • Set DP_DummyAbility[4] = Chance 4

    Trigger Cast
    DP Cast
    • Events
      • Unit - A unit Starts the effect of an ability
      • Conditions
        • (Ability being cast) Equal to DP_Ability
      • Actions
        • Set SummoningUnit = (Triggering unit)
        • Set SummoningPoint = (Target point of ability being cast)
        • Set SummonChances = (Random integer number between 1 and 4)
        • Unit - Create 1 Summoning Dummy for (Owner of SummoningUnit) at SummoningPoint facing Default building facing degrees
        • Set SummoningUnit2 = (Last created unit)
        • Unit - Add DP_DummyAbility[SummonChances] to SummoningUnit2
        • Unit - Set level of DP_DummyAbility[SummonChances] for SummoningUnit2 to (Level of DP_Ability for SummoningUnit)
        • Unit - Order SummoningUnit2 to Orc Far Seer - Feral Spirit
        • Unit - Add a 1.00 second Generic expiration timer to SummoningUnit2
        • Custom script: call RemoveLocation(udg_SummoningPoint)



    in the test map its working just fine but in my map for some reason the problem occurs.

    the main cause of the problem that ive detected is that the when dummy unit
    dies/expires the duration of the summoned unit is cut in half for some reason
    so tried turning this part:
    • Unit - Add a 1.00 second Generic expiration timer to SummoningUnit2

    to this:
    • Unit - Add a 60.00 second Generic expiration timer to SummoningUnit2

    and the summoned units duration seems fine as if its tied to the duration of the dummy

    no i dont think i have a trigger that supposed to interfere with any summoned units...cause my other spells that spawns summoned units work just fine (last time i check)..
     
  9. best_player_88

    best_player_88

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    Well for as much as I can tell, the cast range might cause a bug: it spawns the wolves 800 range forwards from his caster's casting location towards the caster angle of facing while he cast it, and then again, summon wolf will not summon them if there is a wall in that area, means that this is one bug you should worry about, other than that, I didn't notice anything extra in that picture which isn't right