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[Trigger] I'm having some trouble with this spell

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Level 1
Joined
Apr 23, 2014
Messages
475
Adernal Grenade
Events
Unit - A unit Begins casting an ability
Conditions
(Ability being cast) Equal to Adernal Grenade
Actions
Set LocforAG = (Position of (Target unit of ability being cast))
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Level of (Ability being cast) for Juggernaut) Equal to 1
Then - Actions
Unit - Create 1 Dummy(Adernal Grenade)Lv1 for Player 1 (Red) at LocforAG facing Default building facing degrees
Unit - Order (Last created unit) to Human Mountain King - Thunder Clap
Unit - Remove (Last created unit) from the game
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Level of (Ability being cast) for Juggernaut) Equal to 2
Then - Actions
Unit - Create 1 Dummy(Adernal Grenade)Lv2 for Player 1 (Red) at LocforAG facing Default building facing degrees
Unit - Order (Last created unit) to Human Mountain King - Thunder Clap
Unit - Remove (Last created unit) from the game
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Level of (Ability being cast) for Juggernaut) Equal to 3
Then - Actions
Unit - Create 1 Dummy(Adernal Grenade)Lv3 for Player 1 (Red) at LocforAG facing Default building facing degrees
Unit - Order (Last created unit) to Human Mountain King - Thunder Clap
Unit - Remove (Last created unit) from the game
Else - Actions
Do nothing




I just don;t know WTH this works!?!?!??!?!?! Pls help?
 
Level 6
Joined
Jan 4, 2014
Messages
227
you can use one dummy for all levels and thats better and easier and then use : set level of ability for unit to : level of abiltiy for juggernaut.
Dont use juggernaut : use triggering unit in case where another juggernaut uses the same spell.
Tell us whats the problem with your spell ???
can you see the thunder clap effect ??

POSSIBLE ANSWER : your dummy spell also needs mana and cooldown, so set mana required and colldown to 0 for the dummy unit spell
 
Level 25
Joined
Sep 26, 2009
Messages
2,378
It's what Lender wrote - most likely you incorrectly set up your dummy unit and thus casting a spell requires any amount of time higher than 0.00. Since you immediately remove the unit, it has no time to cast the spell.
 
Level 6
Joined
Jan 4, 2014
Messages
227
instead of using "remove unit" use : set unit expiration timer, and set expiration time to 2 seconds which is enough time to cast the dummy spell and automatically kill the dummy unit, you can also add a trigger to remove any dummy who dies from the game.
 
Level 25
Joined
Sep 26, 2009
Messages
2,378
while one of the possibilities, I think that's just waste of power to leave an unneeded unit in there for X seconds and make another trigger to remove it later, if all you really need is to modify a few fields in the object editor.
 
Level 6
Joined
Jan 4, 2014
Messages
227
@Nichilus, its just the fear of the unit being removed before the spell is cast XD, but i will trust you and start doing what you suggested :)
 
Level 25
Joined
Sep 26, 2009
Messages
2,378
You probably won't notice the difference outright, but it may have an impact on your fps when numerous units cast such a spell in mass fight - suddenly there are another X units (while invisible for you, they are still there) on the screen and it takes some processing power for the game to manage them.
 
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