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I try to remove fog of war for 12 secs in a line

I try to remove fog of war for 12 secs in a line

Even though cooldown is 0 and flare count is 0
only the last location is revealed

call IssuePointOrder(guTownHall,"flare", GetUnitX(attacker), GetUnitY(attacker))
call UnitRemoveAbility(guTownHall, 'Afla')
call UnitAddAbility(guTownHall, 'Afla')
call IssuePointOrder(guTownHall,"flare", (GetUnitX(attacker)*0.8 + GetUnitX(defender)*0.2), (GetUnitY(attacker)*0.80+GetUnitY(defender)*0.2))
call UnitRemoveAbility(guTownHall, 'Afla')
call UnitAddAbility(guTownHall, 'Afla')
call IssuePointOrder(guTownHall,"flare", (GetUnitX(attacker)*0.6 + GetUnitX(defender)*0.4), (GetUnitY(attacker)*0.60+GetUnitY(defender)*0.4))
call UnitRemoveAbility(guTownHall, 'Afla')
call UnitAddAbility(guTownHall, 'Afla')
call IssuePointOrder(guTownHall,"flare", (GetUnitX(attacker)*0.4 + GetUnitX(defender)*0.6), (GetUnitY(attacker)*0.40+GetUnitY(defender)*0.6))
call UnitRemoveAbility(guTownHall, 'Afla')
call UnitAddAbility(guTownHall, 'Afla')
call IssuePointOrder(guTownHall,"flare", (GetUnitX(attacker)*0.2 + GetUnitX(defender)*0.8), (GetUnitY(attacker)*0.20+GetUnitY(defender)*0.8))
call UnitRemoveAbility(guTownHall, 'Afla')
call UnitAddAbility(guTownHall, 'Afla')
call IssuePointOrder(guTownHall,"flare", GetUnitX(defender), GetUnitY(defender))

Ability docs:
 
Level 24
Joined
Feb 27, 2019
Messages
833
The Town Hall doesnt have enough time to cast the abilities. There are a few rules to allow an ability to be cast instantly.

1. It must have Cast Backswing and Cast Point set to 0.00. (Time it takes for the spell to cast)
2. It must not require to turn because turning takes time. If the unit cant turn its allowed to cast spells and attack in 360 degrees. (Movement speed 0.00 or 'Amov' disabled)

Ignoring the obvious things these are the basic requirements. Dummies are constructed in this way with a few additional parameters and if you dont want to change the Cast Backswing and Cast Point of your unit, using a dummy is an alternative.

With these parameters the unit can, for all intents and purposes, cast an infinite amount of spells in an instant. Hah!

The entire thing could also be triggered with special effects and visibility modifiers however it would not provide the reveal invisible enemy effect that the flare spell naturally offers.
 
Level 24
Joined
Feb 27, 2019
Messages
833
Wow! Thx for backswing advice!
No worries. Does it work now? By default units cant have 0.00 movement speed, only buildings can. For a unit to have 0.00 movement speed, the Gameplay Constant value Movement - Unit Speed - Minimum must be set to 0.00. There are also additional helpful parameters to add to any dummy unit.

Uncle had a neat system for creating a dummy, I am going from memory, base your dummy unit on the undead special unit Locust since it has most fields correctly set by default. Set model to none, shadow image to none, attacks to none, move speed to 0 and movement type to none. All done.
 
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