| 09-26-2008, 01:32 AM | #1 |
hey all, ive searched through this forum and found alot of useful info but i have a major problem. I have the orderid of my channelling spell (base spell - monsoon, orderid - 852591) but im not sure if im using it right. Little Description About The Spell: It's a simple channelling Damage Over Time AOE spell, like death & decay except deals base damage over time instead of a % of health. I made 2 dummies for effects, one for the stream of fire coming out of the heroes mouth, the other for a giant fireball. The Problem: Like many others on this forum have come across, whenever my unit moves or is given an order other then channel, the dummies continue on and the triggers wont stop. I've tried adding my dummies in a unitgroup and tried killing the units in that unit group if "unit stops casting" or "unit finishes casting". I set up an If/else condition that if the "Current Order(Triggering Unit) is not equal to Order(monsoon)" all the dummies should be killed. ive also tried "Order(Integer->String(852591)" but nothing seems to kill the dummies other then the timer i placed on it. ---Edited---- Screenies: Trigger 1 ![]() Trigger 2 ![]() Skill in Action ![]() |
| 09-26-2008, 01:45 AM | #2 |
How about just posting the trigger? |
| 09-26-2008, 02:09 AM | #3 |
edited, i added in a screeny of the 2 triggers and the skill. you dont need a screeny of the spell in the object editor too do you? O.o |
| 09-26-2008, 02:21 AM | #4 |
You know if you right click the paper icon at the top of your trigger, and copy it, you can paste it inside a [ trigger ] [/ trigger ] tag, and it turns out like a normal GUI |
| 09-26-2008, 02:23 AM | #5 |
oh i didnt know that, neat! hahaha thanks for the tip |
| 09-26-2008, 02:27 AM | #6 |
I don't think you need the CurrentOrder(blah) == Order(blah). The trigger won't run unless the unit has stopped casting. Also, why not just leave the 2nd trigger initial on and get rid of the "run trigger" thing in the 1st trigger? It seems really unnecessary. |
| 09-26-2008, 02:33 AM | #7 |
well i just tried turning trigger 2 initially on and removed the If/Else condition and run trigger 2, but it still doesnt kill the dummy units. Is there anything else i could try? i always thought turning triggers initially off saved memory and then turning them on/off when you need to was more efficient? |
| 09-26-2008, 02:46 AM | #8 |
ahahahahaha omg i just wanna laugh at myself now. i've figured out what was wrong. This whole time i've been worried about memory leaks when i didnt need to destroy groups XD. What i did was i destroyed the UnitGroup "DummyGroup" right after i made the group, so whenever my unit did something else the dummies wouldnt be killed. I removed the "call destroyunitgroup(udg_dummygroup)" lines in both triggers. i only have one other problem left. my second dummy just wont die. I hope its not because i used the "FlameThrowerSpawnObj" model for it because if it is.... DAMN! i really liked that model, works great with my fire breathing spell looks realistic, more so then breath of fire. Oh one last thing, if i delete the line destroyunitgroup(udg_dummygroup) wouldnt i cause a memory leak? |
| 09-26-2008, 03:10 AM | #9 |
I've fixed everything now, i guess it was one of those days where you just overlook the simplest things. Thanks for the help though joker +rep for helping me out. |
| 09-26-2008, 03:13 AM | #10 |
The model of units doesn't cause them not to die. |
| 09-26-2008, 03:30 AM | #11 |
yeah i realised that, i know what was causing it to seem like it wouldn't die. It was because in the first trigger i set the dummies animation speed to 20% of its original speed. I played around with it and found a way to make it look like it died instantaneously after my hero stopped channeling. Wish i could show you video of it in action, but that can wait until i release my first version of the map. |
