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[Trigger] ThunderClap Bug!!!

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Mar 6, 2015
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well this is a Spell that uses my Knockback system a unit jump up and then crush the ground a dummy unit will be created and grouped automatically by system then this trigger runs by system that picks and impales the enemies then toss them into the air , finally it uses system again to land them (Like Tidehunter`s Ravage in dota) but there is an odd bug i found !
this spell pick them and add them to the system but one of them gets the Thunderclap`s buff forever and beside of that it won`t be impaled at all ! what`s the issue?!!

  • ThunderClap Cast
    • Events
    • Conditions
    • Actions
      • Unit Group - Pick every unit in kb3d_DummyG and do (Actions)
        • Loop - Actions
          • Set tempunit1 = (Picked unit)
          • Unit - Order tempunit1 to Human Mountain King - Thunder Clap
          • Special Effect - Create a special effect at (Position of tempunit1) using Abilities\Spells\Orc\EarthQuake\EarthQuakeTarget.mdl
          • Special Effect - Destroy (Last created special effect)
          • Custom script: set bj_wantDestroyGroup=true
          • Unit Group - Pick every unit in (Units within 512.00 of (Position of tempunit1)) and do (Actions)
            • Loop - Actions
              • Set tempunit = (Picked unit)
              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                • If - Conditions
                  • (tempunit belongs to an enemy of (Owner of tempunit1)) Equal to True
                  • (tempunit is alive) Equal to True
                • Then - Actions
                  • Set kb3d_GetUnit = tempunit
                  • Set temppoint = (Position of kb3d_GetUnit)
                  • Special Effect - Create a special effect at temppoint using Abilities\Spells\Undead\Impale\ImpaleHitTarget.mdl
                  • Special Effect - Destroy (Last created special effect)
                  • Set kb3d_GetAngle = 90.00
                  • Set kb3d_GetVelocity = 20.00
                  • Set kb3d_GetZmax = 150.00
                  • Trigger - Run KnockBack 3D <gen> (ignoring conditions)
                  • Custom script: call RemoveLocation(udg_temppoint)
                • Else - Actions
          • Unit - Add a 0.50 second Generic expiration timer to tempunit1
          • Custom script: call DestroyGroup(udg_kb3d_DummyG)
thanks in advance
 
one of them gets the Thunderclap`s buff forever
Can you show a picture of the object editor data for Thunder Clap?

it won`t be impaled at all !
I don't see you ordering a dummy unit to cast the impale spell anywhere. I only see the Thunder Clap order.

Also, you leak here :3
  • Unit Group - Pick every unit in (Units within 512.00 of (Position of tempunit1)) and do (Actions)
 
Level 5
Joined
Mar 6, 2015
Messages
130
Can you show a picture of the object editor data for Thunder Clap?
I`ve changed these
Untitled.jpg

rest of them are default


I don't see you ordering a dummy unit to cast the impale spell anywhere. I only see the Thunder Clap order.

as you can see the Impale is a special effect :D
I said that earlier the unit will be tossed up by the system that is working for all unit except one unit :goblin_jawdrop: let`s pretend that my system is not MUI well why that unit gets Thunder buff forever??!

Also, you leak here :3
  • Unit Group - Pick every unit in (Units within 512.00 of (Position of tempunit1)) and do (Actions)

Why?:goblin_jawdrop: i Used Bj_wantDestroyGroup=true and temp points units and I removed them immediately can you tell me why it`s leaking? maybe this is the reason of bug
 
The problem might be in the set bj_wantDestroyGroup. I'm not sure how that will interact with it being inside the loop. Do you mind disabiling/removing that line for now and see if it still works?

as you can see the Impale is a special effect :D
I said that earlier the unit will be tossed up by the system that is working for all unit except one unit :goblin_jawdrop: let`s pretend that my system is not MUI well why that unit gets Thunder buff forever??!
Oh sorry... you made it seem like you were trying to get them impaled by the spell, not just the effect. I'm not entirely sure why they would get the buff forever, is this a periodic loop?


Why?:goblin_jawdrop: i Used Bj_wantDestroyGroup=true and temp points units and I removed them immediately can you tell me why it`s leaking? maybe this is the reason of bug
It is not the reason for the bug. (Position of tempunit1) leaks, not the unit group.
 
Level 5
Joined
Mar 6, 2015
Messages
130
The problem might be in the set bj_wantDestroyGroup. I'm not sure how that will interact with it being inside the loop. Do you mind disabiling/removing that line for now and see if it still works?


Oh sorry... you made it seem like you were trying to get them impaled by the spell, not just the effect. I'm not entirely sure why they would get the buff forever, is this a periodic loop?



It is not the reason for the bug. (Position of tempunit1) leaks, not the unit group.
you are right the point is leaking, i`ve fixed it
i`ve tried them but the bug is still exists i noticed that only the first time i use this spell the bug occurs other instances of spell works fine
maybe it`s need preloading or something like that but still it`s weird
 
you are right the point is leaking, i`ve fixed it
Make sure you fix the other :p
  • Special Effect - Create a special effect at (Position of tempunit1) using Abilities\Spells\Orc\EarthQuake\EarthQuakeTarget.mdl


i`ve tried them but the bug is still exists i noticed that only the first time i use this spell the bug occurs other instances of spell works fine
maybe it`s need preloading or something like that but still it`s weird
Huhh that is weird. There might be some conflicting variables here then... try making the dummy visible and see what "it is doing" when the trigger runs?
 
Level 5
Joined
Mar 6, 2015
Messages
130
Make sure you fix the other :p
  • Special Effect - Create a special effect at (Position of tempunit1) using Abilities\Spells\Orc\EarthQuake\EarthQuakeTarget.mdl

  • ThunderClap Cast
    • Events
    • Conditions
    • Actions
      • Unit Group - Pick every unit in kb3d_DummyG and do (Actions)
        • Loop - Actions
          • Set tempunit1 = (Picked unit)
          • Set temppoint1 = (Position of tempunit1)
          • Unit - Order tempunit1 to Human Mountain King - Thunder Clap
          • Special Effect - Create a special effect at (Position of tempunit1) using Abilities\Spells\Orc\EarthQuake\EarthQuakeTarget.mdl
          • Set tempeffect = (Last created special effect)
          • Special Effect - Destroy tempeffect
          • Unit Group - Pick every unit in (Units within 500.00 of temppoint1) and do (Actions)
            • Loop - Actions
              • Set tempunit = (Picked unit)
              • Custom script: call RemoveLocation(udg_temppoint1)
              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                • If - Conditions
                  • (tempunit belongs to an enemy of (Owner of tempunit1)) Equal to True
                  • (tempunit is alive) Equal to True
                • Then - Actions
                  • Set kb3d_GetUnit = tempunit
                  • Set temppoint = (Position of kb3d_GetUnit)
                  • Special Effect - Create a special effect at temppoint using Abilities\Spells\Undead\Impale\ImpaleHitTarget.mdl
                  • Special Effect - Destroy tempeffect
                  • Set tempeffect = (Last created special effect)
                  • Set kb3d_GetAngle = 90.00
                  • Set kb3d_GetVelocity = 20.00
                  • Set kb3d_GetZmax = 150.00
                  • Custom script: call RemoveLocation(udg_temppoint)
                  • Trigger - Run KnockBack 3D <gen> (ignoring conditions)
                • Else - Actions
          • Custom script: set bj_wantDestroyGroup=true
          • Unit - Add a 0.50 second Generic expiration timer to tempunit1
          • Custom script: call DestroyGroup(udg_kb3d_DummyG)
Huhh that is weird. There might be some conflicting variables here then... try making the dummy visible and see what "it is doing" when the trigger runs?
nothing except dying :D
i don`t know the buff will be removed from bugging unit after a few attacks :) (works after Removing Leaks) weird but not a problem
 
Can I see the other triggers involved with this?

On a side note, what did you do to the trigger ._. it's a mess. It should be like this:
  • ThunderClap Cast
    • Events
    • Conditions
    • Actions
      • Unit Group - Pick every unit in kb3d_DummyG and do (Actions)
        • Loop - Actions
          • Set tempunit1 = (Picked unit)
          • Set temppoint1 = (Position of tempunit1)
          • Unit - Order tempunit1 to Human Mountain King - Thunder Clap
          • Special Effect - Create a special effect at temppoint1 using Abilities\Spells\Orc\EarthQuake\EarthQuakeTarget.mdl
          • Special Effect - Destroy (Last created special effect)
          • Custom script: set bj_wantDestroyGroup = true
          • Unit Group - Pick every unit in (Units within 500.00 of temppoint1) and do (Actions)
            • Loop - Actions
              • Set tempunit = (Picked unit)
              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                • If - Conditions
                  • (tempunit belongs to an enemy of (Owner of tempunit1)) Equal to True
                  • (tempunit is alive) Equal to True
                • Then - Actions
                  • Set kb3d_GetUnit = tempunit
                  • Set temppoint = (Position of kb3d_GetUnit)
                  • Special Effect - Create a special effect at temppoint using Abilities\Spells\Undead\Impale\ImpaleHitTarget.mdl
                  • Special Effect - Destroy tempeffect
                  • Set tempeffect = (Last created special effect)
                  • Set kb3d_GetAngle = 90.00
                  • Set kb3d_GetVelocity = 20.00
                  • Set kb3d_GetZmax = 150.00
                  • Custom script: call RemoveLocation(udg_temppoint)
                  • Trigger - Run KnockBack 3D <gen> (ignoring conditions)
                • Else - Actions
          • Unit - Add a 0.50 second Generic expiration timer to tempunit1
          • Custom script: call RemoveLocation(udg_temppoint1)
      • Custom script: call DestroyGroup(udg_kb3d_DummyG)
 
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