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Very Easy Ability Question

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Dec 27, 2006
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Okay so I am embarrassed even making a thread asking for help about this issue but I'm gonna do it anyway. So basically, when this spell is cast, the dummy units don't actually do anything and I can't figure out why. Help would be greatly appreciated.

  • Gigantism
    • Events
      • Unit - A unit Starts the effect of an ability
    • Conditions
      • (Ability being cast) Equal to Gigantism |cffDAA520(R)|r
    • Actions
      • Set GiantCaster = (Triggering unit)
      • Unit Group - Pick every unit in (Units within 400.00 of (Position of GiantCaster) matching (((Matching unit) belongs to an enemy of (Owner of GiantCaster)) Equal to True)) and do (Actions)
        • Loop - Actions
          • Unit - Create 1 Gigantism Dummy for (Owner of GiantCaster) at (Position of GiantCaster) facing Default building facing degrees
          • Unit - Add a 1.50 second Generic expiration timer to (Last created unit)
          • Unit - Add Shrink to (Last created unit)
          • Unit - Set level of Shrink for (Last created unit) to (Level of Gigantism |cffDAA520(R)|r for GiantCaster)
          • Unit - Order (Last created unit) to Orc Raider - Ensnare (Picked unit)
 
Okay so I am embarrassed even making a thread asking for help about this issue but I'm gonna do it anyway. So basically, when this spell is cast, the dummy units don't actually do anything and I can't figure out why. Help would be greatly appreciated.

  • Gigantism
    • Events
      • Unit - A unit Starts the effect of an ability
    • Conditions
      • (Ability being cast) Equal to Gigantism |cffDAA520(R)|r
    • Actions
      • Set GiantCaster = (Triggering unit)
      • Unit Group - Pick every unit in (Units within 400.00 of (Position of GiantCaster) matching (((Matching unit) belongs to an enemy of (Owner of GiantCaster)) Equal to True)) and do (Actions)
        • Loop - Actions
          • Unit - Create 1 Gigantism Dummy for (Owner of GiantCaster) at (Position of GiantCaster) facing Default building facing degrees
          • Unit - Add a 1.50 second Generic expiration timer to (Last created unit)
          • Unit - Add Shrink to (Last created unit)
          • Unit - Set level of Shrink for (Last created unit) to (Level of Gigantism |cffDAA520(R)|r for GiantCaster)
          • Unit - Order (Last created unit) to Orc Raider - Ensnare (Picked unit)

maybe they don't have enough mana or you had not removed the techtree requirement for Orc Raider - Ensnare(I guess it has one).
 
  • Gigantism
    • Events
      • Unit - A unit Starts the effect of an ability
    • Conditions
      • (Ability being cast) Equal to Gigantism |cffDAA520(R)|r
    • Actions
      • Set GiantCaster = (Triggering unit)
      • Set Temp_Loc_1 = Position of (GiantCaster)
      • Set Temp_Group_1 = Pick every unit in (Units within 400.00 of (Temp_Loc_1) matching (((Matching unit) belongs to an enemy of (Owner of GiantCaster)) Equal to True)) and do (Actions)
        • Unit Group - Pick every unit in (Temp_Group_1) and do (Actions)
          • Loop - Actions
            • Unit - Create 1 Gigantism Dummy for (Owner of GiantCaster) at (Temp_Loc_1) facing Default building facing degrees
            • Unit - Add a 1.50 second Generic expiration timer to (Last created unit)
            • Unit - Add Shrink to (Last created unit)
            • Unit - Set level of Shrink for (Last created unit) to (Level of Gigantism |cffDAA520(R)|r for GiantCaster)
            • Unit - Order (Last created unit) to Orc Raider - Ensnare (Picked unit)
      • Custom script: call DestroyGroup(udg_Temp_Group_1)
      • Custom script: call RemoveLocation(udg_Temp_Loc_1)


Temp_Loc_1 is a point type variable.

You could also do

  • Set Temp_Integer_1 = (Level of Gigantism |cffDAA520(R)|r for GiantCaster)
at the beginning. And then

  • Unit - Set level of Shrink for (Last created unit) to (Temp_Integer_1)
in the loop. It's faster.

Set last created unit to a variable, and use the variable instead of last created unit.
 
Air, Enemy, Friend, Ground, Hero, Neutral and Organic should do it right?

Also I don't really understand how to fix the leak, I'm not very good at making spells.

I think if you placed hero it will only target heroes that are either friend or enemy(from what I remember a long time ago)... It can target heroes even if you uncheck that box because heroes are still ground/air units. (if you look at attack targets of units the hero check box is unchecked)
 
are you sure that the dummies are created?
set their models to anything visible first then see if they are created.
cause i think
  • Unit Group - Pick every unit in (Units within 400.00 of (Position of GiantCaster) matching (((Matching unit) belongs to an enemy of (Owner of GiantCaster)) Equal to True)) and do (Actions)
must be
  • Unit Group - Pick every unit in (Units within 400.00 of (Position of GiantCaster) matching (((Picked unit) belongs to an enemy of (Owner of GiantCaster)) Equal to True)) and do (Actions)
 
No. "Unit group with conditions" uses "Matching Unit" to refer to the unit being conditionally checked.

"Picked Unit" is used to refer to the same unit, after it has been checked and approved according to the conditions.

I'd like to know why the spell is based off Ensnare, if it's supposed to merely reduce movespeed and attackspeed. Unless I'm missing something, Ensnare only has data for immobilizing a unit completely, without affecting their attackspeed.
 
Solution 1:
You're placing your dummy units at the position of your hero, so make sure that the range of the spell is adequate (9999, or so) to reach the targeted enemies.

Solution 2:
In the spell editor, is the radius of the spell 400, as per the area of effect in your trigger? If so, you need to set the region to 800 in the trigger, because the trigger is not creating a radius of 400, only a region of 400, surrounding the hero. This effectively makes the radius of your triggered effect 200, instead of 400.
 
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