| 08-30-2006, 10:07 AM | #2 |
No, because I don't know how they're supposed to work. Here's a suggestion that might work: put your forehead on your monitor. This way, I can use my professional psychic abilities over the internet to find out how your trigger is supposed to work and give you a solution. |
| 08-30-2006, 10:14 AM | #3 |
try adding some delay after casting a spell |
| 08-30-2006, 10:16 AM | #4 |
Done, Get my message? lol Sorry :P it works like this every x seconds, it checks if unit is at terrain type, if so, Order (unit stuffed in the side of the map with locust & invis) order "Dumy caster" to cast entangling roots etc.. flame strike w/e i want, to be cast on a unit Edit - But It never casts? :/? |
| 08-30-2006, 10:28 AM | #5 |
- Can the spells target the units? (e.g. Entangling Roots cannot target mechanical units by default) - Are the targets within range? - Have you tested it without using the random integer conditions? - Are the proper variables being used? (e.g. You're setting L_2_Copy_12 (WTF KIND OF VARIABLE NAME IS THAT?!) but you don't use it at all other than to destroy it, but you use L_Copy_12 (AGAIN, WTF?!) which is not set to anything in the trigger.) |
| 08-30-2006, 10:47 AM | #6 |
Values can have no value :) add debug info to trigger. |
| 08-30-2006, 10:55 AM | #7 |
They're mechanical units << dumb :P lol Well, range on spells is 9999999999999999 so they can hit L_2_Copy_w/e it was is a point variable, L = Location, I just copy paste em, lol What the hell is debug lol? |
| 08-30-2006, 11:21 AM | #8 |
Same dummy can cast spell onse per second, it anyway needs some time to cast. |
| 08-30-2006, 12:33 PM | #9 |
It doesnt need time to cast if you set these values to 0.00 in the object editor location for that dummy unit type. Code:
Art - Animation - Cast Backswing Art - Animation - Cast Point Setting those both to 0 make all spells originating from a unit of that type instantly cast. |
| 08-30-2006, 02:23 PM | #10 |
If unit have facing differend from target it will turn before cast a spell. Soo this will not make spell cant instant always. |
| 08-30-2006, 03:46 PM | #11 |
That is incorrect, DioD. If you remove the casting point and backswing, you could be facing the opposite direction, cast it towards a point, and THEN your unit would turn to face that point. |
| 08-30-2006, 04:05 PM | #12 |
Not quite, Dusk. If the caster isn't facing the target, it will still turn a bit before casting. However, if you move the casting dummy to the exact position of the target, it doesn't need to turn (so a single dummy can cast a single target spell on a large group of units). However, I that wouldn't be possible for an actual visible unit in the map, so rather create a dummy to do the casting. |
| 08-30-2006, 04:06 PM | #13 |
The difference must be so small that it can't be seen with the visible eye then. 'Cuz that's how I've done it forever, and so far as I could tell it was instant. >_> |
| 08-30-2006, 04:10 PM | #14 |
But if you move the caster to the position of the target, you can get a caster to cast a spell on multiple units with no delay between castings at all. If the unit has to change angles, the delay will probably be tiny (maybe less than a tenth of a second); it's still almost instant, but not quite. |
