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Object Editor "Corruption"

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Level 13
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Mar 24, 2013
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So my issue is every so often, two abilities in the object editor will stop working. It happens to be the same two abilities always. One of the spells is based on storm bolt, and the other acid bomb.

The storm bolt ability still creates an effect (that was specified in the effect field in the OE) on the caster despite no "stun" coming out, and the trigger associated with the spell does not fire. It goes on cooldown as usual, it has no mana cost, but I'd assume that is working too.

So the spell behaves like it was cast normally but it fails to do its stun or fire its associated trigger.

The acid bomb is more of the same, no projectile, no damage, but goes onto cooldown.

I can and have in the past simply copied and pasted the ability again, and reset the trigger to reflect the new ability id and fixed the problem.

However, this is still cumbersome and could prove immensely tedious if more abilities begin to behave in this way. I'm curious if I might either prevent it or correct whatever is causing it.

Thanks!

Edit: So I was fooling around with it more and I said initially it was going on cooldown, but my unit had 0 backswing and cast point. Upon adding some time (.001+) it does not go on cooldown and never actually does anything, no animation it seems to be like it's denying the order. The unit will run until it is close enough to cast, then upon getting there its order "completes" so it goes to "stop" almost like it was not a valid target (without an error message ofc). And before you ask, yes the targets are correct :)

Edit2: So I copied the ability and put it in a new map and it works without issue similar to how I have been combating the problem so the problem doesn't seem to "spread" at least not right away.
 
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Level 11
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Jun 2, 2004
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Is it an AI controlled unit attempting to use the ability? If so, it could be the channel caching bug; channel based abilities can bug out order strings and confuse the AI as to how they actually work (making it think storm bolt doesn't require a target, for example), and effectively disallow the AI from using them under any circumstances (including ordering via trigger). This is fixed by forcing non-channel abilities to be loaded by the game first, usually by adding them to a dummy unit placed on the map.

If this is a player controlled unit then I have no idea.
 
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