Unable To Remove Dummy Units

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I am currently working on a new map the details of which I am keeping under wraps.

One of the spells in the map works the same as Aerial Shackles except it works on multiple units. The only problem is I cannot remove the dummy units when the spell is finished. Here is what I have:

http://www.hiveworkshop.com/forums/pastebin.php?id=s15c13

Note that not all leaks are cleared - but that is not important at the moment. Could someone help me with this?
 
Level 14
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i think your event
Unit - A unit Stops casting an ability
cannot work,add some stupid game text so you can see it

why not just pick every unit after 0.50 seconds of wait ?
or something like that....

and you forgot to remove unit group

set UNITGROUP = (your unit group)
(use the UNITGROUP as many times you want until you want to change it,whey you want to change it use)
Custom script:call DestroyGroup(udg_UNITGROUP)
 
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Level 14
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what about this group
AssociatedUnits[(Custom value of (Casting unit))]
and BTW where is that unit group?

add game text
number of unit in your unit group
and name of casting unit

if number of units is 0 or you don´t see the name of casting unit it means that event - unit stops casting an ability "loses" the casting unit
 
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I am aware of that group too. Leaks do not cause spells not to work - they cause lag on Bnet.

That is erroneous. How I confirmed the event was working was by adding an action to the end of the trigger 'Unit - Kill (casting unit)' and it worked. So it did not 'loose' anything.

What I did find through your method though was that the units were not being added to the unit group in the first place.
 
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Instead of killing the unit after the spell just add a exparitions tmer on unit when you create it. This automatcly remove it when the timer expires.
it will kille him and play (death animation) now if taht is bad you can add condition

E-unit dies
C-unit of type (dying unit) equal to (your unit)
C-killing unit is alive not equal to true/point value of killing unit it greather than 0/owner of killing unit equal to owner of killing unit
-remove dying unit


this second conditions means that unit is killed by a function (trigger/countdown timer),i think owner of killing unit equal to owner of killing unit work the best

killing unit is alive would not be good if you haave unit that explodes on death
 
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You both seem to have missed the purpose of the spell.

It is essentially an extension of Aerial Shackles - ie. it traps multiple units. The Hero channels and as long as he is channeling ALL units in the target area are suppose to remain bound. When he stops, they are released. Adding timers will not solve anything.
 
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