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Way to detect 'Reveal' ability?

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Level 3
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Nov 15, 2012
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32
you guys familiar with the Reveal ability from Goblin Laboratory which revealing a small area for 50 gold cost? well the problem is with that ability...

I feel kind of dumb for asking this kind of question, but yes... I'm not creative enough to find an alternative
I've been stuck in the trigger thinking I messed it up and finally realized the main problem after 30 minutes

I actually used the usual:
  • Events
    • Unit - A unit Begins casting an ability
  • Conditions
    • (Ability being cast) Equal to Reveal
and it didn't detect the ability, it works just fine when I changed Reveal to another skill

is there other way to detect it?
 
Level 3
Joined
Nov 15, 2012
Messages
32
Did you try "Stars the effect of an ability" ?

"A unit Begins casting an ability" event bugs, don't use it, JasutoWanaKurai, use: Unit - A unit Starts the effect of an ability

umm.. did you guys even tried it first before you guys answer my question?
because it do nothing all the same

and the reason why I prefer 'Begins casting an ability' over 'Starts the effect of an ability' is because I give my ability cast time and I'm not fans of channel ability...
and yes, I do aware that we can abuse this with spamming stop command but I have a way to fix that so just ignore that part
 
Level 12
Joined
Mar 24, 2011
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1,082
umm.. did you guys even tried it first before you guys answer my question?
because it do nothing all the same

No. And did you even try what we said ? Guess which trigger works from the following 2.

  • Untitled Trigger 002
    • Events
      • Unit - A unit Starts the effect of an ability
    • Conditions
      • (Ability being cast) Equal to Reveal
    • Actions
      • Game - Display to (All players) the text: EFFECT
  • Untitled Trigger 002 Copy
    • Events
      • Unit - A unit Begins casting an ability
    • Conditions
      • (Ability being cast) Equal to Reveal
    • Actions
      • Game - Display to (All players) the text: CAST
Oh btw noticed there are 2 reveal abilities ? If you are casting revela1 and for condition is reveal2 it would never work ofcourse.
 
Level 3
Joined
Nov 15, 2012
Messages
32
No. And did you even try what we said ? Guess which trigger works from the following 2.

  • Untitled Trigger 002
    • Events
      • Unit - A unit Starts the effect of an ability
    • Conditions
      • (Ability being cast) Equal to Reveal
    • Actions
      • Game - Display to (All players) the text: EFFECT
  • Untitled Trigger 002 Copy
    • Events
      • Unit - A unit Begins casting an ability
    • Conditions
      • (Ability being cast) Equal to Reveal
    • Actions
      • Game - Display to (All players) the text: CAST
Oh btw noticed there are 2 reveal abilities ? If you are casting revela1 and for condition is reveal2 it would never work ofcourse.
yes I do, which is why I can tell it didn't work

and there's no way I mistook the reveal since I renamed it into another name
geez, just try it yourself, it didn't work and that's why I'm asking over here duh
it works just fine when I switched the reveal into another skill, the problem is ONLY with the reveal skill

is that so hard to understand?

what I wanted to know if there's some kind of trick on it, just like how to issue Wand of Illusion command
 

Wrda

Spell Reviewer
Level 28
Joined
Nov 18, 2012
Messages
1,994
yes I do, which is why I can tell it didn't work
Firstly, it works, i don't put here things unless i try them before.
Secondly, there are 2 REVEAL ABILTIES, you must use the one which COSTS GOLD on a unit, and use the SAME ABILITY in trigger's condition.
If you still have problems with this, rename the reveal ability (gold one) to AAAAA or something like that, check if a unit has the ability AAAAA in object editor, and check if the trigger's condition "ability being cast equal to AAAAA".
Is this hard to understand?
 
Level 1
Joined
Apr 24, 2009
Messages
44
It works, it's just that "Target point of ability being cast" probably returns null and screws the Create Unit part.
So basically Reveal can't return the point it was cast at.
You should find your own workarounds -- a simple one might be using a modified empty spell, detect when it's cast and make a dummy cast the original Reveal there, plus the same trigger might handle the detection.
 
Level 37
Joined
Mar 6, 2006
Messages
9,243
  • Untitled Trigger 079 Copy
    • Events
      • Unit - A unit Is issued an order targeting a point
    • Conditions
    • Actions
      • Custom script: if GetIssuedOrderId() == 852023 then
      • Custom script: set udg_point = Location(GetOrderPointX(), GetOrderPointY())
      • Unit - Create 1 Footman for (Triggering player) at point facing Default building facing degrees
      • Custom script: call RemoveLocation(udg_point)
      • Custom script: endif
 
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