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Trigger Dummy unit cast problem.

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Level 8
Joined
Jun 25, 2010
Messages
153
Working on a map and everytime after a successful capture, and the dragon hero is moved into the cage, the dummy unit abilitie won't activate so that the dragon hero cannot attack. can you tell me what's wrong?
  • The Catch lv1
    • Events
      • Unit - Rosina 0600 <gen> Begins casting an ability
    • Conditions
      • And - All (Conditions) are true
        • Conditions
          • (Ability being cast) Equal to Capture Dragon
          • (Life of (Target unit of ability being cast)) Less than or equal to 200.00
          • (Hero level of (Target unit of ability being cast)) Less than or equal to 11
    • Actions
      • Special Effect - Create a special effect attached to the origin of (Triggering unit) using Abilities\Spells\Human\MassTeleport\MassTeleportCaster.mdl
      • Unit - Move (Target unit of ability being cast) instantly to (Center of Region 079 <gen>)
      • Special Effect - Destroy (Last created special effect)
      • Special Effect - Create a special effect attached to the origin of (Triggering unit) using Abilities\Spells\Human\MassTeleport\MassTeleportCaster.mdl
      • Camera - Pan camera for (Owner of (Target unit of ability being cast)) to (Center of Region 079 <gen>) over 0.00 seconds
      • Special Effect - Destroy (Last created special effect)
      • Unit - Order Cage Magic Seal 0336 <gen> to Human Sorceress - Slow (Target unit of ability being cast)
      • Sound - Play ArcherPissed2 <gen> at 100.00% volume, located at (Center of Region 079 <gen>) with Z offset 0.00
      • Unit - Make (Target unit of ability being cast) Invulnerable
      • Player - Add 700 to Player 7 (Green) Current gold
 
Level 3
Joined
Aug 22, 2010
Messages
34
Some of the things I always like to check when something simple like this doesn't work (my common goofs):

1.) Have you gotten rid of all of the research requirements for the spell?
2.) Is the spell range sufficient?
3.) Does it have a significant cooldown preventing successive casts?
4.) Does it cost mana, and if so does your dummy have mana?
5.) Does it have sufficient mana regen for multiple casts?
6.) Did you even give the dummy the spell?
7.) Does it have the correct targets allowed?
8.) Is the dummy unit owned by the correct player?
9.) Is the dummy unit still alive?

If the dummy unit is owned by neutral hostile you may want to change it because they do not take orders from triggers very well.
 

Dr Super Good

Spell Reviewer
Level 64
Joined
Jan 18, 2005
Messages
27,198
Unit - Order Cage Magic Seal 0336 <gen> to Human Sorceress - Slow (Target unit of ability being cast)
....
Unit - Make (Target unit of ability being cast) Invulnerable

You sure that the slow can even be cast on Invulnerable units? I mean have you actually tested that it works when targeting something that is Invulnerable by trying to manually cast it?

Remember that triggers fire instantly, the order will be processed and ability cast well after the trigger has reached the end of thread state.

A simple solution would to make the unit invulnerable in response to the slow ability effect being cast or finishing (seperate trigger).
 
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