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Why are some neutral hostile units unable to use spells? It just says N/A and I i tick their spells

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I get that its an easy fix but I just cant figure out why I can enable the abilities of the centaur impaler but not the lighting lizard as an example.
 
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They will still use the abilities thought. So what seems to be the problem?
They wont, if I cant tick in the box when I click on them on the map, they wont use the ability. Only units I've clicked that box in can use their abilities. Which wouldnt be a problem if I could tick that box on all units, but most say N/A
 
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Ok so tell me what ability do you want to be cast and is the unit owned by an empty slot, computer or neutral hostile and i'll see what can I do. Are you on latest patch?

And what do you think will happen if you would create such units with triggers or have some sort of respawn system for the units. My point being the same, that they should cast the skills anyway.

EDIT:
  • Melee Initialization
    • Events
      • Map initialization
    • Conditions
    • Actions
      • Melee Game - Use melee time of day (for all players)
      • Unit - Create 1 Thunder Lizard 2 for Neutral Hostile at (Center of Region <gen>) facing Default building facing degrees
      • Unit - Create 1 Lightning Lizard for Neutral Hostile at (Center of Region <gen>) facing Default building facing degrees
 

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Level 2
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Jan 30, 2019
Messages
20
Ok so tell me what ability do you want to be cast and is the unit owned by an empty slot, computer or neutral hostile and i'll see what can I do. Are you on latest patch?

And what do you think will happen if you would create such units with triggers or have some sort of respawn system for the units. My point being the same, that they should cast the skills anyway.
With triggers yeah it can work, but I figured it would be easier to just add ability then enable it for the standard creeps.

for example, I want my lighting lizards on the map to cast slam when ever they have it.

Here is a comparsion of what im talking about

Bad: Screenshot - 85df07c02395cb56894708c984422dfd - Gyazo

Good: Screenshot - 45013f3450b638e8ef8d2ec686563592 - Gyazo

IIm just tryna figure out why one works and the other doesnt, they both belong to neutral hostile
 
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I edited my post above, the units are just standard neutral hostile units created on map ini and they use their skills. I checked that they are part of the N/A list. I attached a screen shot that you can see that they use them.

With slam and thunder clap the A.I by default will only use them if there is a minium number of 2-3 units in their range.
 

Dr Super Good

Spell Reviewer
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From what I understand the active field means the ability is already cast at map initialization. It does not effect AI casting the ability. An example where this is useful is with Demon Hunter's Immolation skill where you may want to start with it enabled.

Due to the nature of many abilities they cannot be active on map initialization. This includes most point or widget target abilities as it makes no sense for them to be so.
 
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From what I understand the active field means the ability is already cast at map initialization. It does not effect AI casting the ability. An example where this is useful is with Demon Hunter's Immolation skill where you may want to start with it enabled.

Due to the nature of many abilities they cannot be active on map initialization. This includes most point or widget target abilities as it makes no sense for them to be so.

Oooh I see. So I basically need to make triggeers for them to use the abiliities more like a player would.
 

Dr Super Good

Spell Reviewer
Level 65
Joined
Jan 18, 2005
Messages
27,290
Oooh I see. So I basically need to make triggeers for them to use the abiliities more like a player would.
Yes you will need to make a trigger to perform any sort of advanced tactical AI usage of the abilities beyond the default tactical AI built into Warcraft III. This may especially be required for custom abilities which have advanced mechanics that are not appropriate for any of the built in tactical AI.
 
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I edited my post above, the units are just standard neutral hostile units created on map ini and they use their skills. I checked that they are part of the N/A list. I attached a screen shot that you can see that they use them.

With slam and thunder clap the A.I by default will only use them if there is a minium number of 2-3 units in their range.
Ah i see, so triggers it is then. Thanks!
 
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