Resolved. Thank you.
Hello. I was here a long time ago with a question about my Damage/Heal over Time trigger, and got a lot of helpful responses (and a sweet, functioning spell out of it). Since then I've lurked silently, starting and scrapping projects, playing a metric ton of maps, and trying to work with triggers.
I've learned a bit, and searching has answered a lot of questions before I had to ask them, but I'm running into issues with my latest project.
I know only GUI. JASS is a foreign concept to me, and the three times I've tried to pick it up, I've been lost and confused, so I'd like to stay within the bounds of GUI.
Resolved Issue: Certain triggers not functioning properly when cast by the computer.
Small explanation of the map: This is like a single-player DotA/Hero Siege, I guess. You pick a hero, and fight alongside three armies of allies (NPCs at this time, may go Multiplayer in the future) to siege, destroy, and dismantle one giant castle. Every 30 seconds, waves of enemies clash and it's up to you to turn the tide. The allied bases will fall after around an hour of playtime, so time is a factor.
At the front of each base is that team's Faction Hero, who will defend against wave after wave until they are eventually overpowered. To make the map seem more epic and interesting, I have given all of the heroes Trigger-enhanced spells.
The problem I'm seeing, is that the spells do not work when cast by an NPC.
For example:
However, when Muradin is under the control of a Computer, it fails. It still applies the Howl of Terror Armor Reduction, but doesn't actually do anything. I had a theory that the dummies were not registering correctly, but after going over the trigger a few times, I cannot decipher why.
Is this a limitation in the editor? Something I've overlooked in the Trigger? Wording is wrong? I have a few other triggers that work perfectly when cast by computer teams, just not this one.
RESOLVED
So now, this trigger I'm having issues with:
Ideas: I do not have any other triggers that activate off of Rejuvinate, but Rejuvinate and the Dummy version are both Rejuvinate base. Could that be a problem? I have made sure that the Dummy has no mana cost, cast time, or requirements, and is also a Unit ability, rather than Hero.
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Thank you in advance for any help offered. I know a lot of people come through wanting you to double-check their homework, and it's usually a thankless job, but I appreciate it very much.
EDIT:
Hello. I was here a long time ago with a question about my Damage/Heal over Time trigger, and got a lot of helpful responses (and a sweet, functioning spell out of it). Since then I've lurked silently, starting and scrapping projects, playing a metric ton of maps, and trying to work with triggers.
I've learned a bit, and searching has answered a lot of questions before I had to ask them, but I'm running into issues with my latest project.
I know only GUI. JASS is a foreign concept to me, and the three times I've tried to pick it up, I've been lost and confused, so I'd like to stay within the bounds of GUI.
Resolved Issue: Certain triggers not functioning properly when cast by the computer.
Small explanation of the map: This is like a single-player DotA/Hero Siege, I guess. You pick a hero, and fight alongside three armies of allies (NPCs at this time, may go Multiplayer in the future) to siege, destroy, and dismantle one giant castle. Every 30 seconds, waves of enemies clash and it's up to you to turn the tide. The allied bases will fall after around an hour of playtime, so time is a factor.
At the front of each base is that team's Faction Hero, who will defend against wave after wave until they are eventually overpowered. To make the map seem more epic and interesting, I have given all of the heroes Trigger-enhanced spells.
The problem I'm seeing, is that the spells do not work when cast by an NPC.
For example:
-
Muradin Ult
-
Events
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Unit - A unit Finishes casting an ability
-
-
Conditions
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(Ability being cast) Equal to (Muradin) Paralyzing Fear
-
-
Actions
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Set Temp_Point = (Position of (Casting unit))
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Set Temp_Group = (Units within 800.00 of Temp_Point matching ((((Matching unit) is alive) Equal to True) and (((Matching unit) belongs to an enemy of (Owner of (Casting unit))) Equal to True)))
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Unit Group - Pick every unit in Temp_Group and do (Actions)
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Loop - Actions
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Unit - Create 1 Dummy - Generic for (Owner of (Casting unit)) at Temp_Point facing Default building facing degrees
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Unit - Add (Dummy) Muradin Fear to (Last created unit)
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Unit - Order (Last created unit) to Neutral Pandaren Brewmaster - Drunken Haze (Picked unit)
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Unit - Add a 2.00 second Generic expiration timer to (Last created unit)
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-
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Custom script: call RemoveLocation(udg_Temp_Point)
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Custom script: call DestroyGroup(udg_Temp_Group)
-
-
However, when Muradin is under the control of a Computer, it fails. It still applies the Howl of Terror Armor Reduction, but doesn't actually do anything. I had a theory that the dummies were not registering correctly, but after going over the trigger a few times, I cannot decipher why.
Is this a limitation in the editor? Something I've overlooked in the Trigger? Wording is wrong? I have a few other triggers that work perfectly when cast by computer teams, just not this one.
RESOLVED
So now, this trigger I'm having issues with:
-
Tyrande MassRej
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Events
-
Unit - A unit Finishes casting an ability
-
-
Conditions
-
(Ability being cast) Equal to (Tyrande) Mass Rejuvinate
-
-
Actions
-
Set Temp_Point = (Position of (Casting unit))
-
Set Temp_Group = (Units within 600.00 of (Position of (Target unit of ability being cast)) matching (((((Matching unit) is A Hero) Equal to False) and (((Matching unit) is alive) Equal to True)) and (((Matching unit) belongs to an ally of (Owner of (Casting unit))) Equal to T
-
Unit Group - Pick every unit in Temp_Group and do (Actions)
-
Loop - Actions
-
Unit - Create 1 Dummy - Generic for (Owner of (Casting unit)) at Temp_Point facing Default building facing degrees
-
Unit - Add (Dummy) Mass Rejuvinate to (Last created unit)
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Unit - Order (Last created unit) to Night Elf Druid Of The Claw - Rejuvenation (Picked unit)
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Unit - Add a 3.00 second Generic expiration timer to (Last created unit)
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-
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Custom script: call RemoveLocation(udg_Temp_Point)
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Custom script: call DestroyGroup(udg_Temp_Group)
-
-
Ideas: I do not have any other triggers that activate off of Rejuvinate, but Rejuvinate and the Dummy version are both Rejuvinate base. Could that be a problem? I have made sure that the Dummy has no mana cost, cast time, or requirements, and is also a Unit ability, rather than Hero.
---
Thank you in advance for any help offered. I know a lot of people come through wanting you to double-check their homework, and it's usually a thankless job, but I appreciate it very much.
EDIT:
^ That post contains a sample map experiencing this isssue.Enclosed is a bare-bones test map that includes:
A hero of each type experiencing the issue (one Tyrande with MassRej, one Muradin with Paralyzing Fear) for three teams (player, ally, and enemy)
A handful of test knights on which to cast said abilities
I'm probably missing something big and obvious. Most other abilities (even a few which use a dummy system) cast by computer players do work.
Thank you for your time.
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