How to make dummy units cast spell

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uhh. i dont know how to upload that trigger image thing. i would just write the triggers.
Event:.Unit starts the effect of an ability
Condition:.Ability (being cast) equal to MySpell
Action:.Set Caster= Casting unit
.Set Target= Target unit of aibility being cast
.Create 1 dummy for caster facing target
.Add dummyspell for unit
.Order unit to Human-Aerial Shackles Target

i put dots to identify the actions
 
dummyshackles
Events
Unit - A unit Starts the effect of an ability
Conditions
(Ability being cast) Equal to Bind
Actions
Set Caster = (Triggering unit)
Set Target = (Target unit of issued order)
Unit - Create 1 dummycaster for (Owner of Caster) at (Position of Caster) facing (Position of Target)
Unit - Add Binddummy to (Last created unit)
Unit - Order (Last created unit) to Human Dragonhawk Rider - Aerial Shackles Target
so this?
 
  • dummyshackles
    • Events
      • Unit - A unit Starts the effect of an ability
    • Conditions
      • (Ability being cast) Equal to Bind
    • Actions
      • Set TempUnit = (Triggering Unit)
      • Set TempPoint = (Position of TempUnit)
      • Set TempUnit2 = (Target unit of ability being cast)
      • Unit - Create 1 Dummy for (Owner of TempUnit) at TempPoint facing (Facing of TempUnit) degrees
      • Set TempUnit3 = (Last created unit)
      • Unit - Add BindDummy to TempUnit3
      • Unit - Add a X second Generic expiration timer to TempUnit // something at least as long as the duration.
      • Unit - Order TempUnit3 to Human Dragonhawk Rider - Aerial Shackles TempUnit2
      • Custom script: call RemoveLocation(udg_TempPoint)
The dummy should have the Can't Raise, Does not decay death type.
 
@makeranj



I think what he means by manually do it is create the dummy unit for yourself, and from the command card click the ability and select the target in game to verify if the ability itself isnt broken
 
  • dummyshackles
    • Events
      • Unit - A unit Starts the effect of an ability
    • Conditions
      • (Ability being cast) Equal to Bind
    • Actions
      • Set TempUnit = (Triggering Unit)
      • Set TempPoint = (Position of TempUnit)
      • Set TempUnit2 = (Target unit of ability being cast)
      • Unit - Create 1 Dummy for (Owner of TempUnit) at TempPoint facing (Facing of TempUnit) degrees
      • Set TempUnit3 = (Last created unit)
      • Unit - Add BindDummy to TempUnit3
      • Unit - Add a X second Generic expiration timer to TempUnit // something at least as long as the duration.
      • Unit - Order TempUnit3 to Human Dragonhawk Rider - Aerial Shackles TempUnit2
      • Custom script: call RemoveLocation(udg_TempPoint)
The dummy should have the Can't Raise, Does not decay death type.
ok ok , i got it now :)
 
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