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[Solved] Unit doesn't cast ability.

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Jun 1, 2009
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Hi! I'm trying to create a unit, which applies Alchemist's acid bomb on death to nearby units (reminds banelings from SC2)
The problem is Dummy Unit refuses to cast it.

Here is the trigger:

  • Unit Dies
    • Events
      • Unit - A unit owned by Player 12 (Brown) Dies
    • Conditions
    • Actions
      • -------- TEST --------
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Unit-type of (Dying unit)) Equal to Fel Guard
        • Then - Actions
          • Set VariableSet TempPoint[0] = (Position of (Dying unit))
          • Unit - Create 1 Dummy for Player 12 (Brown) at TempPoint[0] facing Default building facing degrees
          • Unit - Order (Last created unit) to Neutral Alchemist - Acid Bomb (Last created unit)
          • Unit - Add a 1.00 second Generic expiration timer to (Last created unit)
          • Custom script: call RemoveLocation(udg_TempPoint[0])
        • Else - Actions
Tested via small trigger:

  • TEST Slam
    • Events
      • Player - Player 1 (Red) types a chat message containing -test as A substring
    • Conditions
    • Actions
      • Set VariableSet TempPoint[1] = (Center of Region 180 <gen>)
      • Unit - Create 1 Fel Guard for Player 12 (Brown) at TempPoint[1] facing Default building facing degrees
      • Unit - Kill (Last created unit)
      • Custom script: call RemoveLocation(udg_TempPoint[1])
I've checked:
- dummy unit has no magic immunity\invulnerability (based on human worker)
- expiration timer still applies, so trigger must work.
- Acid Bomb spell allowed targets: ground, air, enemy, friend, self, not self, structure, mechanics, organic, dead, alive.
- can apply this spell manually and it works fine.


Upd: Just've find out that tigger doesn't work only with computer players. Any ideas how to fix it ?
 
Last edited:

Uncle

Warcraft Moderator
Level 64
Joined
Aug 10, 2018
Messages
6,583
Is the Computer Player set as a Computer in Player Properties? That might be the issue.

Also, you can always order the Dummy to cast Acid Bomb on all nearby targets.
  • Unit Dies Acid Bomb
    • Events
      • Unit - A unit owned by Player 12 (Brown) Dies
    • Conditions
    • Actions
      • Set VariableSet TempPoint[1] = (Position of (Triggering unit))
      • Unit - Create 1 Dummy (Uncle) for Player 12 (Brown) at TempPoint[1] facing Default building facing degrees
      • Unit - Add Acid Bomb (Dummy) to (Last created unit)
      • Custom script: set bj_wantDestroyGroup = true
      • Unit Group - Pick every unit in (Units within 300.00 of TempPoint[1].) and do (Actions)
        • Loop - Actions
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • ((Picked unit) is alive) Equal to True
            • Then - Actions
              • Unit - Order (Last created unit) to Neutral Alchemist - Acid Bomb (Picked unit)
            • Else - Actions
      • Custom script: call RemoveLocation (udg_TempPoint[1])
Requirements:
-Set Acid Bomb's Missile Speed, Missile Arc, and Area of Effect to 0.
-With this setup only the Primary Damage will be used.
-Your Dummy must be setup properly. Set it's movement type to None, Speed base to 0, and Art - Animation - Cast Point/Backswing to 0. I have a working Dummy in my map.
 

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  • Acid Bomb Example.w3m
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