To be brief; I posted this same message in bribe's 2.5D Knockback thread, but I figured this section might gain a bit more traction. I tried to get as much information that might be relevant as possible; but if I missed something please feel free to let me know.
I'm currently working on a spell with an AoE knockback which I decided to use bribe's knockback system for, though -- it's been causing a TON of trouble for me and neither me, nor my friend can figure out the cause of it; but we can replicate it on this map with relative ease. At the map cords of 4095, -1290 (Z point of 65, if that matters?) the unit gets stuck on what seems to be nothing, but continues the knockback; there's no pathing blockers or anything that would otherwise hinder movement (the tiles are also buildable, again; if that helps at all). Perhaps the strangest thing of all -- the opposite side of the map (cords of -4095, -1290 (Z point of 62) works just fine. No issues at all.
I could really use some help figuring out what causes this strange bug; since it's quite a big issue. Here's the triggers (please; bare in mind that I've stripped these triggers down and redone them multiple times so they're in a very crude hap-hazard state, so... Just be warned, there's leaks and a few pointless functions that are tossed about for testing purposes)
Projectile is Removed; AKA knockback portion of the trigger
If it helps; I'm using BPower's Projectile System, Bribe's Indexing System, Bribe's Damage Engine, Guhun's Disable System, and Weitlol's Effect Over Time system.
Anyone who could help me with this issue would be an absolute Hero, as I've fiddled with it for the majority of seven hours and haven't got anything working; countless iterations and still nothing seems to be working. What makes me so confused is the fact that it's ONLY an issue for one side, and not the other.
I'm currently working on a spell with an AoE knockback which I decided to use bribe's knockback system for, though -- it's been causing a TON of trouble for me and neither me, nor my friend can figure out the cause of it; but we can replicate it on this map with relative ease. At the map cords of 4095, -1290 (Z point of 65, if that matters?) the unit gets stuck on what seems to be nothing, but continues the knockback; there's no pathing blockers or anything that would otherwise hinder movement (the tiles are also buildable, again; if that helps at all). Perhaps the strangest thing of all -- the opposite side of the map (cords of -4095, -1290 (Z point of 62) works just fine. No issues at all.
I could really use some help figuring out what causes this strange bug; since it's quite a big issue. Here's the triggers (please; bare in mind that I've stripped these triggers down and redone them multiple times so they're in a very crude hap-hazard state, so... Just be warned, there's leaks and a few pointless functions that are tossed about for testing purposes)
Projectile is Removed; AKA knockback portion of the trigger
-
HEDM Explosive Cask Missile Remove
- Events
- Conditions
-
Actions
- -------- ---------- [Start Trigger Actions] ---------- --------
- Set Missile__TempLoc = (Position of Missile__Dummy)
- Set TempUnitGroup = (Units within 325.00 of Missile__TempLoc)
- Unit - Create 1 (Dummy) Dummy, General for (Owner of Missile__Source) at Missile__TempLoc facing Default building facing degrees
- Unit - Turn collision for (Last created unit) Off
- Unit - Add Invulnerable (Neutral) to (Last created unit)
- Unit - Move (Last created unit) instantly to Missile__TempLoc
-
Unit Group - Pick every unit in TempUnitGroup and do (Actions)
-
Loop - Actions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
- If - Conditions
-
Then - Actions
- Unit - Cause (Last created unit) to damage (Picked unit), dealing 2.00 damage of attack type Spells and damage type Normal
- Else - Actions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
Loop - Actions
- Unit - Add a 1.00 second Generic expiration timer to (Last created unit)
- -------- ---------- [End Trigger Actions] ---------- --------
-
Untitled Trigger 002
-
Events
- Game - DamageModifierEvent becomes Equal to 1.00
-
Conditions
- (Level of (Ability Boolean) Dummy Unit for DamageEventSource) Equal to 1
-
Actions
- Set CenterPoint = (Position of DamageEventSource)
- Set TargetPoint = (Position of DamageEventTarget)
- Set Knockback2DAngle = (Angle from CenterPoint to TargetPoint)
- Custom script: call RemoveLocation(udg_CenterPoint)
- Custom script: call RemoveLocation(udg_TargetPoint)
- Set Knockback2DTime = 0.90
- Set Knockback2DDistance = 500.00
- Set Knockback2DUnit = DamageEventTarget
- Set Knockback2DBounces = False
- Set Knockback2DPause = True
- Set Knockback2DCollision = -5.00
- Trigger - Run Knockback 2D <gen> (checking conditions)
-
Events
If it helps; I'm using BPower's Projectile System, Bribe's Indexing System, Bribe's Damage Engine, Guhun's Disable System, and Weitlol's Effect Over Time system.
Anyone who could help me with this issue would be an absolute Hero, as I've fiddled with it for the majority of seven hours and haven't got anything working; countless iterations and still nothing seems to be working. What makes me so confused is the fact that it's ONLY an issue for one side, and not the other.