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[Solved] Unknown Problem

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Level 18
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May 11, 2012
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2,103
  • Incineration
    • Events
      • Unit - A unit Starts the effect of an ability
    • Conditions
      • (Ability being cast) Equal to Incineration
    • Actions
      • -------- =========== Start of the Spell =========== --------
      • Set TempTrigUnit = (Triggering unit)
      • Set TempPoint = (Position of TempTrigUnit)
      • Animation - Play TempTrigUnit's Spell animation
      • For each (Integer TempInt) from 1 to 6, do (Actions)
        • Loop - Actions
          • Set TempReal = ((Real(TempInt)) x 60.00)
          • Set TempPoint2 = (TempPoint offset by 32.00 towards TempReal degrees)
          • Unit - Create 1 Dummy Caster for (Owner of TempTrigUnit) at TempPoint facing TempPoint2
          • Set TempDummyUnit = (Last created unit)
          • Unit - Add a 0.50 second Generic expiration timer to TempDummyUnit
          • Unit - Add Dummy Incineration to TempDummyUnit
          • Unit - Set level of Dummy Incineration for TempDummyUnit to (Level of Incineration for TempTrigUnit)
          • Unit - Order TempDummyUnit to Orc Tauren Chieftain - Shockwave TempPoint2
          • Custom script: call RemoveLocation(udg_TempPoint2)
      • -------- =========== Clearing Handles =========== --------
      • Custom script: call RemoveLocation(udg_TempPoint)
      • Custom script: set udg_TempPoint = null
      • Custom script: set udg_TempPoint2 = null
      • Custom script: set udg_TempTrigUnit = null
      • Custom script: set udg_TempDummyUnit = null
This works ok when I'm not surrounded by enemies, but as soon as I cast this while being surrounded, only 2 fire waves are being cast..
I debugged the Loop and it goes 6 times, and units are created and degrees are calculated correctly.
Seems like units are unable to target point then.

Any fix? Please help meeeeeee
 
Level 20
Joined
Jul 14, 2011
Messages
3,213
The only reason i can think of is the dummy not having Locust, therefore becoming not-able to be placed if too many enemies are in the spot where it should be placed.

Just as improvement point: you can always replace "Owner of Triggering Unit" for "Triggering Player".

Try increasing the expiration timer, maybe the dummy is being removed before casting.
 
Level 18
Joined
May 11, 2012
Messages
2,103
The only reason i can think of is the dummy not having Locust, therefore becoming not-able to be placed if too many enemies are in the spot where it should be placed.

Just as improvement point: you can always replace "Owner of Triggering Unit" for "Triggering Player".

Try increasing the expiration timer, maybe the dummy is being removed before casting.

I tried increasing the Expiration Timer, and dummy has locust.
Replaced with "Triggering Player".

It still doesn't work as intended.

EDIT: I noticed after another testing that units are not being created. Tried using SetUnitX/Y to position them, but that fails to work too. Any ideas?

EDIT 2: Fixed this by changing the Integer in Loop action to another one. Now it normally runs.
 
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