• Listen to a special audio message from Bill Roper to the Hive Workshop community (Bill is a former Vice President of Blizzard Entertainment, Producer, Designer, Musician, Voice Actor) 🔗Click here to hear his message!
  • Read Evilhog's interview with Gregory Alper, the original composer of the music for WarCraft: Orcs & Humans 🔗Click here to read the full interview.

[Solved] Hero dies to immolation from a unit, but after being revived he becomes immune to the immolation

Level 2
Joined
Apr 28, 2025
Messages
6
I'm currently building a maze type map, where all the units have immolation around them to kill the players heroes when being in a certain distance to them. I then wanted to revive the dead heroes at a checkpoint but after reviving them they can't die to the immolation anymore but still take damage from catapults and such. I'm not really sure what's causing this. I even made a test map where only the revive trigger is used, nothing else, and the same setup (hero dies to immolation from a unit) and it still does what I explained.

What's even weirder is that when you make it to checkpoint 2 on the first attempt, the script kills all heroes and revives them at the reached checkpoint and they do in fact die to the unit after being revived, but upon reviving them again after dying to the unit they don't die anymore. So what's causing this?
 
Last edited:

Uncle

Warcraft Moderator
Level 73
Joined
Aug 10, 2018
Messages
7,877
I'm currently building a maze type map, where all the units have immolation around them to kill the players heroes when being in a certain distance to them. I then wanted to revive the dead heroes at a checkpoint but after reviving them they can't die to the immolation anymore but still take damage from catapults and such. I'm not really sure what's causing this. I even made a test map where only the revive trigger is used, nothing else, and the same setup (hero dies to immolation from a unit) and it still does what I explained.

What's even weirder is that when you make it to checkpoint 2 on the first attempt, the script kills all heroes and revives them at the reached checkpoint and they do in fact die to the unit after being revived, but upon reviving them again after dying to the unit they don't die anymore. So what's causing this?
Sounds like a new bug. I saw that they adjusted Permanent Immolation in the latest patch so maybe they broke it in the process (wouldn't be surprising).

You can always trigger it yourself, it's a pretty basic spell.

Edit: I attached a map showcasing an example of how to do this. It's a bit more advanced since I wanted to maximize efficiency, so apologies if it's confusing. That being said, you might find it better than relying on the original ability since I tailored it towards your specific needs. It'll definitely have faster Damage intervals than the original ability, assuming that you lower the Periodic Interval enough. Only issue is that it might hurt performance since there can be a lot of Distance checks going on - which I did try to optimize for.
 

Attachments

  • Permanent Immolation 1.w3m
    27.5 KB · Views: 4
Last edited:
Level 2
Joined
Apr 28, 2025
Messages
6
Sounds like a new bug. I saw that they adjusted Permanent Immolation in the latest patch so maybe they broke it in the process (wouldn't be surprising).

You can always trigger it yourself, it's a pretty basic spell.

Edit: I attached a map showcasing an example of how to do this. It's a bit more advanced since I wanted to maximize efficiency, so apologies if it's confusing. That being said, you might find it better than relying on the original ability since I tailored it towards your specific needs. It'll definitely have faster Damage intervals than the original ability, assuming that you lower the Periodic Interval enough. Only issue is that it might hurt performance since there can be a lot of Distance checks going on - which I did try to optimize for.
I appreciate the help and for making that PI Trigger, but for me it is too confusing. It is too much to take in and you even put in comments to help me figure out this trigger, but I really really thank you for taking your time to make such a trigger. If I study it more I will understand it one day but not now.

I can attach the map to this post so you can have a look at the map. Since A]mun replied saying that it works, it could still be a simple ability problem. Maybe I messed up somewhere.
 
Last edited:

Uncle

Warcraft Moderator
Level 73
Joined
Aug 10, 2018
Messages
7,877
You should be using the Permanent Immolation ability, not the toggle one. The units are probably turning it off.

Also, a Duration of 0.01 is likely problematic since that's extremely low. Also, since your Units all have 0.00 Collision I imagine there could be issues there as well since Abilities take Collision Size into consideration.

Set the Duration to 0.1 instead, that seems to work.
 
Last edited:
Level 2
Joined
Apr 28, 2025
Messages
6
You should be using the Permanent Immolation ability, not the toggle one. The units are probably turning it off.
That would make sense hahaha But I will still look into using your trigger. If I do I will credit you of course.
Also, a Duration of 0.01 is likely problematic since that's extremely low. Also, since your Units all have 0.00 Collision I imagine there could be issues there as well since Abilities take Collision Size into consideration.

Set the Duration to 0.1 instead, that seems to work.
But if that is the case why would it still register the first collision and not the second one?
 
Last edited:

Uncle

Warcraft Moderator
Level 73
Joined
Aug 10, 2018
Messages
7,877
That would make sense hahaha But I will still look into using your trigger. If I do I will credit you of course.
You don't have to use my triggers, Blizzard's own code is likely far more optimized than anything we could create. They have full access to the game engine after all. So just use the Permanent Immolation ability, it's the one that Infernals and the Cloak of Flames use.

But if that is the case why would it still register the first collision and not the second one?
I don't know why it would bug out with such a short interval, you'd have to see the source code to figure that out. There's a ton of things that can go wrong when working with extremely small numbers, especially floating point numbers (Reals). Maybe the Duration gets reduced to 0.00 during some arithmetic and the ability has a failsafe to disable itself when that happens. It's hard to say, but that's Warcraft 3 for you, the game is held together with paperclips.
 
Last edited:
Level 2
Joined
Apr 28, 2025
Messages
6
Maybe the Duration gets reduced to 0.00 during some arithmetic and the ability has a failsafe to disable itself when that happens. It's hard to say, but that's Warcraft 3 for you, the game is held together with paperclips.
I increased the duration to 0.1 as you told me to do so and now it works just fine. The hero gets killed everytime.
As you said, it could be just a arithmetic problem where it gets rounded down or something.
The game is really held together using paperclips and saftey-pins :xxd:
 
Top