| 01-02-2010, 10:36 PM | #1 |
sorry if this is old news but it managed to piss me off great time the other day. You can't: *Detect pocket factory summon. * Detect pocket factory enter region. * Detect orders given to pocket factories. * Detect when pocket factories summon stuff themselves. Where "pocket factory" = any unit summoned by using the pocket factory spell. This means you have to trigger a missile+summon spell instead of just using pocket factory as base spell... |
| 01-02-2010, 10:46 PM | #2 |
| 01-03-2010, 01:03 AM | #3 |
I wonder if it is specific to the unit I was using. Though whenever I changed the base spell to serpent wards, and used the same unit, it worked... will take a look to it later. |
| 01-03-2010, 01:05 AM | #4 |
Unit - A unit enters (Playable map area) definitely works. edit: or at least used to, a few patches earlier |
| 01-04-2010, 04:51 AM | #5 | |||
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I'm liking having a dummy cast a modified/ultimate Absorb Mana on the summoner, which gives you a WC3 projectile going from the summoner's Projectile Launch coordinates to the dummy and a damage event on impact. |
| 01-04-2010, 02:54 PM | #6 |
If you are intending to use the pocket factory to create a missile, then just set the unit summoned by the pocket factory to a certain unique unit type and set the duration of the pocket factory to 0.01. This way you can detect when the pocket factory unit dies and run what you need to do. |
