Generally if there's nowhere for something to go, it will just plop down on unpathable terrain. You can accomplish this by having a builder make a building in such a way as there's no more pathable ground on that z level to go; they'll just be inside the building. Your egg would just be in the water.(I bet an egg will spawn at the nearest location possible. I wonder what happens if the map is entirely covered in water though)
While experimenting on an autocast of the phoenix spell, i also noticed that a phoenix dying doesnt trigger a death event. Only when the egg dies, the phoenix dies for real and i can use that as an event.
It would be interesting to test what happens when the phoenix dies on water and there's no place near where an egg can spawn. (I bet an egg will spawn at the nearest location possible. I wonder what happens if the map is entirely covered in water though)
The behavior unregret ascertains must be necessary to allow for the spawning of the phoenix egg without having the phoenix die in the meantime.
If it's useful, there are some comments on this in the test map of the opening post of [Solved] - Essence of blight as an autocast base. Small issue.
Indeed, it would be a pain for every melee map maker to add a DDS only for that situation. The optimal solution would be Blizzard fixing that bug, of course. However, while that's not part of our reality, something should be done in order to no longer allow it to be reproduced (haha - as if it were easy to do so, as DSG said).
Uh, forget that DDS suggestion, because I hadn't seen the whole video. Now I noticed that the bug is fixed when the phoenix current life is increased. So, something simple like this solves it:
Fix it through adding life
Events
Unit - A unit Is attacked
Conditions
(Unit-type of (Triggering unit)) Equal to Phoenix
Actions
Set oldLife = (Life of (Triggering unit))
Unit - Set life of (Triggering unit) to (oldLife + 1.00)
Unit - Set life of (Triggering unit) to oldLife
An improvement on that trigger would be to only have it turned on when a Phoenix exists. This avoids overhead for every time any unit is attacked.Now I noticed that the bug is fixed when the phoenix current life is increased. So, something simple like this solves it:
Alright, so, awexome. Something like this solves the problem? I had hoped to use this on a Hero, and so aside from making sure the variable has a player index, should this work? No adverse affects on life-gain or whatever?Uh, forget that DDS suggestion, because I hadn't seen the whole video. Now I noticed that the bug is fixed when the phoenix current life is increased. So, something simple like this solves it:
Fix it through adding life
Events
Unit - A unit Is attacked
Conditions
(Unit-type of (Triggering unit)) Equal to Phoenix
Actions
Set oldLife = (Life of (Triggering unit))
Unit - Set life of (Triggering unit) to (oldLife + 1.00)
Unit - Set life of (Triggering unit) to oldLife
Even with that existing condition (unit-type one)? If so... well, a map maker could easily do what you said, then - add new triggers checking when a phoenix is summoned (enabling that specific trigger), and detect when one dies (turn it off when no more phoenixes exist).An improvement on that trigger would be to only have it turned on when a Phoenix exists. This avoids overhead for every time any unit is attacked.
Alright, so, awexome. Something like this solves the problem? I had hoped to use this on a Hero, and so aside from making sure the variable has a player index, should this work? No adverse affects on life-gain or whatever?
Every time a unit is attacked, a trigger thread has to be created to evaluate the condition.Even with that existing condition (unit-type one)?