Uoggonash gets stuck

Level 12
Joined
Aug 3, 2021
Messages
435
Hello it's Pekisa7 again. I set the collision for the Uogonnash unit he still gets stuck. He dosen't open the portal the second time he is trained. I have set the portal abillty cooldown to 0 nothing. I put in the triggers unit - finished training equal to Uogonnash nothing. Can you guys help me?
  • Portal Again
    • Events
    • Conditions
    • Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • Cooldown Equal to 0.00
        • Then - Actions
          • Unit - Order Uogonnash_DoomLord to Night Elf Keeper Of The Grove - Tranquility
        • Else - Actions
 

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Probably an empty unit variable?
print out a debug message to see whats up
  • Portal Again
    • Events
      • Time - Elapsed game time is 0.00 seconds
    • Conditions
    • Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • Cooldown Equal to 0.00
        • Then - Actions
          • Unit - Order Uogonnash_DoomLord to Night Elf Keeper Of The Grove - Tranquility
        • Else - Actions
          • Game - Display to (All players) the text: portal works
Like this? When I did ti like this the portal suddenly became mine. I don't know why. I have set it to be player greens. Also Ugonnash gets stuck and won't attack. I also set an attack move trigger for him.
 
No you want to check if the variable is even set:

  • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
    • If - Conditions
      • temp_unit Equal to No unit
    • Then - Actions
      • Game - Display to (All players) the text: unit variable is em...
    • Else - Actions
      • Game - Display to (All players) the text: (Name of temp_unit)
maybe also ping/snap camera to the unit, because you might've the wrong unit in there
 
No you want to check if the variable is even set:

  • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
    • If - Conditions
      • temp_unit Equal to No unit
    • Then - Actions
      • Game - Display to (All players) the text: unit variable is em...
    • Else - Actions
      • Game - Display to (All players) the text: (Name of temp_unit)
maybe also ping/snap camera to the unit, because you might've the wrong unit in there

  • Debug Portal
    • Events
      • Player - Player 4 (Purple) types a chat message containing portal as An exact match
    • Conditions
    • Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • Uogonnash_DoomLord Equal to No unit
        • Then - Actions
          • Game - Display to (All players) the text: unit variable is em...
        • Else - Actions
          • Game - Display to (All players) the text: (Name of Uogonnash_DoomLord)
I did like you written above and it said unit varible is empty . Than I did ti like I sent triggers right now nothing. Do I need to set varible tem_unit = Uogonnash?
WC3ScrnShot_040726_204025_01.png
 
You are ordering an empty unit variable to do X, then act surprised nothing happens?
Ah i see, you thought the variable automatically sets itself to the respective unit name.

But instead, you have to set it manually (or with a preplaced unit):
for example:
Set VariableSet Temp_Unit = (Triggering unit)
 
You are ordering an empty unit variable to do X, then act surprised nothing happens?
Ah i see, you thought the variable automatically sets itself to the respective unit name.

But instead, you have to set it manually (or with a preplaced unit):
for example:
Set VariableSet Temp_Unit = (Triggering unit)
WC3ScrnShot_040826_112851_02.png

I did as you said above . I put Uogonnash as temp_unit. It says unit variable is empty and he dosen't attack.
  • Debug Portal
    • Events
      • Player - Player 4 (Purple) types a chat message containing portal as An exact match
    • Conditions
    • Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • temp_unit Equal to No unit
        • Then - Actions
          • Game - Display to (All players) the text: unit variable is em...
        • Else - Actions
          • Game - Display to (All players) the text: (Name of temp_unit)
  • Initialization
    • Events
      • Map initialization
    • Conditions
    • Actions
      • Trigger - Run Elevators <gen> (checking conditions)
      • Trigger - Run Cinematic Delete Units <gen> (checking conditions)
      • Trigger - Run Vrykul Spawn <gen> (checking conditions)
      • Trigger - Run Barrels and Barricades Death <gen> (checking conditions)
      • Trigger - Run Ivunreable Barrels and Barricades <gen> (checking conditions)
      • Trigger - Run Visibillty <gen> (checking conditions)
      • Trigger - Run Barrels <gen> (checking conditions)
      • Trigger - Run Disabled Expirience <gen> (checking conditions)
      • Trigger - Run Animations <gen> (checking conditions)
      • Trigger - Run Player Propreties <gen> (checking conditions)
      • Trigger - Run Disabled Expirience <gen> (checking conditions)
      • Set Arthas_TheLichKing = Arthas 0023 <gen>
      • Set BlueHorsman = Illias the Great 2616 <gen>
      • Set BlackHorseman = Targon Wolfclaw 2723 <gen>
      • Set GreenPaladin = Kalar Seabright 2722 <gen>
      • Set TealElder = Elden Sunreaver 2657 <gen>
      • Set GrayDwarf = Bron the Mighty 2662 <gen>
      • Set VioletArchmage = Haros the Magnificent 2641 <gen>
      • Set RedKnight = Mardak the Axeslicer 2623 <gen>
      • Set LightBlueWarrior = Gregory the Wise 1158 <gen>
      • Set Barrels = (Matching destructible)
      • Set Commander_Omadas = Commander Omadas 2631 <gen>
      • Set Commander_Zolas = Commander Zolas 3684 <gen>
      • Set Commander_Gartak = Commander Gar'tak 0513 <gen>
      • Set temp_unit = Uogonnash_DoomLord
      • Set ZombieMaster = (Casting unit)
      • Set Villager = (Attacked unit)
      • Set Brute = (Trained unit)
      • Set SummoningSpire = (Constructed structure)
      • Set Zombies = (Ownership-changed unit)
      • Set Normal = DialogButtonArray[0]
      • Set Hard = DialogButtonArray[1]
      • Set Abomination = (Dying unit)
      • Set Vrykul = (Triggering unit)
      • Set RunnerSpawnBuilding = Farm 2661 <gen>
      • Set RunnerVariableTarget = RedirectWest <gen>
      • Set Villager = (Picked unit)
      • Set DeathTower = (Casting unit)
      • Set PlagueSpreader = Plague Spreader 3678 <gen>
      • Set Loarderon_Key = Loarderon Throne Room Key 2482 <gen>
      • Set BloodKey = Blood Key 3709 <gen>
      • Set MoonKey = Moon Key 3710 <gen>
      • Set SunKey = Sun Key 3711 <gen>
      • Set HumanTransportShip = (Trained unit)
      • Set Orange_Attack_Group = (Units owned by Player 6 (Orange))
      • Set Brown_Attack_Group = (Units owned by Player 12 (Brown))
      • Quest - Create a Optional, undiscovered quest titled Magic Valutes with the description Gregory's forces ha..., using icon path ReplaceableTextures\CommandButtons\BTNMagicVault.blp
      • Set MagicValuts = (Last created quest)
      • Quest - Create a quest requirement for MagicValuts with the description - Destroy the magic...
      • Set MagicValutsReq1 = (Last created quest requirement)
      • Unit Group - Pick every unit in (Units of type Magic Vault) and do (Actions)
        • Loop - Actions
          • Unit Group - Add (Picked unit) to MagicValutGroup
          • Set TotalValuts = (Number of units in MagicValutGroup)
      • -------- Selected Unit and Invunreable Units --------
      • Selection - Select Arthas_TheLichKing
      • Unit - Make Arcane Vault (Netrual Shop) 0779 <gen> Invulnerable
      • Unit - Make Fruit Stand 1513 <gen> Invulnerable
      • Unit - Make Fruit Stand 1512 <gen> Invulnerable
      • Unit - Make Fruit Stand 1613 <gen> Invulnerable
      • Unit - Make Fruit Stand 0073 <gen> Invulnerable
      • -------- Player Color --------
      • Game - Disable ally color button and Disable creep camp button
      • Custom script: call DisableTrigger(bj_cineSceneBeingSkipped)
 
Not sure if trolling by this point,
because you did it the right way here:
Set Commander_Gartak = Commander Gar'tak 0513 <gen>
(i.e. storing a preplaced unit into a variable)

What you did now, is set the empty unit variable "Uogonnash_DoomLord" to another empty unit variable "temp_unit" (which btw just means temporary and is used... actually nevermind all that).

You just have to store the Doomguard xxxx <gen> into Uogonnash_DoomLord.

Like so:
the doomguard.jpg
the doomguard stored.jpg
 
Not sure if trolling by this point,
because you did it the right way here:
Set Commander_Gartak = Commander Gar'tak 0513 <gen>
(i.e. storing a preplaced unit into a variable)

What you did now, is set the empty unit variable "Uogonnash_DoomLord" to another empty unit variable "temp_unit" (which btw just means temporary and is used... actually nevermind all that).

You just have to store the Doomguard xxxx <gen> into Uogonnash_DoomLord.

Like so:
View attachment 583733View attachment 583734
Not trolling at all. Even if Uogonnash is set as a variable . First time he opens a portal second time no he gets stuck. Hello ?
 

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Last edited:
Not sure if trolling by this point,
because you did it the right way here:
Set Commander_Gartak = Commander Gar'tak 0513 <gen>
(i.e. storing a preplaced unit into a variable)

What you did now, is set the empty unit variable "Uogonnash_DoomLord" to another empty unit variable "temp_unit" (which btw just means temporary and is used... actually nevermind all that).

You just have to store the Doomguard xxxx <gen> into Uogonnash_DoomLord.

Like so:
View attachment 583733View attachment 583734
I set the variable Uogonnash = unit Uogonnash. Still nothing. He still gets stuck below the map. Can someone help?
 
1775821676200.png

This gets him to cast the portal, looks like sometimes he jitters in and out but it does work.
I think you are losing reference to the doomlord after revive, so you have to set the variable again.

His death animation seems too abrupt, are you removing him some other trigger?
Also he didn't respawn in my test (is not even a hero it seems, so i guess you recreate/retrain him).
If so, you have to set the variable again after recreating/retraining.
1775824086903.png
 
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View attachment 583910
This gets him to cast the portal, looks like sometimes he jitters in and out but it does work.
I think you are losing reference to the doomlord after revive, so you have to set the variable again.

His death animation seems too abrupt, are you removing him some other trigger?
Also he didn't respawn in my test (is not even a hero it seems, so i guess you recreate/retrain him).
If so, you have to set the variable again after recreating/retraining.
View attachment 583942
Thanks for trying to help. But Uogonnash gets stuck again. As far as I know I am not removing him in any trigger. I have set Uogonnash in my initilization. But here are all the triggers :
  • Portal Dont Go
    • Events
      • Unit - A unit enters PortalRegion <gen>
    • Conditions
      • (Owner of (Entering unit)) Not equal to Player 7 (Green)
    • Actions
      • Custom script: set udg_Cooldown = BlzGetUnitAbilityCooldownRemaining(udg_Uogonnash_DoomLord,'A01E')
      • Unit - Move (Entering unit) instantly to (Position of Portal02)
  • Portal Again
    • Events
    • Conditions
    • Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • Cooldown Equal to 0.00
        • Then - Actions
          • Unit - Order Uogonnash_DoomLord to Night Elf Keeper Of The Grove - Tranquility
        • Else - Actions
  • Portal Issue Order
    • Events
      • Unit - A unit enters ForceWallDiscovered <gen>
    • Conditions
      • (Entering unit) Equal to Arthas_TheLichKing
      • (Owner of (Entering unit)) Equal to Player 4 (Purple)
    • Actions
      • Trigger - Turn off Portal Issue Order <gen>
      • Unit - Order Uogonnash_DoomLord to Night Elf Keeper Of The Grove - Tranquility
  • Activate Portal
    • Events
      • Unit - A unit owned by Player 7 (Green) Starts the effect of an ability
    • Conditions
      • (Casting unit) Equal to Uogonnash_DoomLord
      • (Ability being cast) Equal to Portal (Uogonnash)
    • Actions
      • Unit - Create 1 Portal for Player 7 (Green) at (Center of Portal From <gen>) facing Default building facing degrees
      • Set Portal = (Last created unit)
      • Unit - Make Portal Invulnerable
      • Unit - Grant shared vision of Portal to Player 7 (Green)
      • Unit - Add Waygate ability to Portal
      • Neutral Building - Set Portal destination to (Center of PortalRegion <gen>)
      • Neutral Building - Enable Portal
      • Unit - Add a 60.00 second Generic expiration timer to Portal
      • Unit - Create 1 Portal for Player 7 (Green) at (Center of PortalRegion <gen>) facing Default building facing degrees
      • Set Portal02 = (Last created unit)
      • Unit - Make Portal02 Invulnerable
      • Unit - Grant shared vision of Portal02 to Player 7 (Green)
      • Unit - Add Waygate ability to Portal02
      • Neutral Building - Set Portal02 destination to (Center of Portal From <gen>)
      • Neutral Building - Enable Portal02
      • Unit - Add a 60.00 second Generic expiration timer to Portal02
 
I don't know what to tell you anymore, it works for me, you must have a different map somehow.

Proof:
1775846529378.png


Maybe this is a matter of semantics...
What do you mean by stuck? The doomlord is resetting to default after completing his triggered orders (going back to spawn point).
Do you want him to keep attacking?
 
I don't know what to tell you anymore, it works for me, you must have a different map somehow.

Proof:View attachment 583990

Maybe this is a matter of semantics...
What do you mean by stuck? The doomlord is resetting to default after completing his triggered orders (going back to spawn point).
Do you want him to keep attacking?
It's the same map. I just send it for testing and renamed it to conquest of capital city by Pekisa7 hive test. Yes he goes below where he is supose to open the portal and gets stuck in trees or just gets stuck and dosen't move like in the picture.. First time the trigger fires the second it dosen't. Btw I am using patch 1.31.1.. Hello?
 

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I don't know what to tell you anymore, it works for me, you must have a different map somehow.

Proof:View attachment 583990

Maybe this is a matter of semantics...
What do you mean by stuck? The doomlord is resetting to default after completing his triggered orders (going back to spawn point).
Do you want him to keep attacking?
Fixed it! . But thanks for trying to help.
 
Glad to hear it!

What was the issue after all?
I just put unit - order Uogonnash to Night Elf Keeper of the grove tranquillty which is the spell used to activate the portals next to the variable Uogonnash _DoomLord = (Trained Unit). And it worked he opend the portal for the second time. But I am gonna test it furter just in case. Thanks for trying to help me again I appricate it . Best regards from Pekisa7.
 
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