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Hmm, my dummy casters dont cast like they should:(

08-30-2006, 09:52 AM#1
Fr0zenLord
Anyone know why they dont cast the spells they should??
Trigger:
Rooting
Collapse Events
Time - Every (Random real number between 4.00 and 7.00) seconds of game time
Conditions
Collapse Actions
Collapse For each (Integer A) from 1 to 12, do (Actions)
Collapse Loop - Actions
Set L_2_Copy_12 = (Position of AAUnit[(Integer A)])
Collapse If (All Conditions are True) then do (Then Actions) else do (Else Actions)
Collapse If - Conditions
((AAUnit[(Integer A)] is Mechanical) Equal to True) or ((AAUnit[(Integer A)] is An Ancient) Equal to True)
Collapse Then - Actions
Collapse If (All Conditions are True) then do (Then Actions) else do (Else Actions)
Collapse If - Conditions
(Terrain type at L_Copy_12) Equal to Ashenvale - Leaves
(Random integer number between 1 and 3) Equal to 3
Collapse Then - Actions
Unit - Order Fat Cow 0057 <gen> to Night Elf Keeper Of The Grove - Entangling Roots AAUnit[(Integer A)]
Else - Actions
Collapse Else - Actions
Custom script: call RemoveLocation(udg_L_2_Copy_12)
Do nothing
Trigger:
Mystic Marble
Collapse Events
Time - Every (Random real number between 4.00 and 7.00) seconds of game time
Conditions
Collapse Actions
Collapse For each (Integer A) from 1 to 12, do (Actions)
Collapse Loop - Actions
Set L_2_Copy_12 = (Position of AAUnit[(Integer A)])
Collapse If (All Conditions are True) then do (Then Actions) else do (Else Actions)
Collapse If - Conditions
((AAUnit[(Integer A)] is Mechanical) Equal to True) or ((AAUnit[(Integer A)] is An Ancient) Equal to True)
Collapse Then - Actions
Collapse If (All Conditions are True) then do (Then Actions) else do (Else Actions)
Collapse If - Conditions
(Terrain type at L_Copy_12) Equal to Dalaran - Square Tiles
Collapse Then - Actions
Collapse If (All Conditions are True) then do (Then Actions) else do (Else Actions)
Collapse If - Conditions
(Random integer number between 1 and 8) Equal to 1
Collapse Then - Actions
Unit - Order Fat Cow 0058 <gen> to Night Elf Druid Of The Talon - Cyclone AAUnit[(Integer A)]
Collapse Else - Actions
Collapse If (All Conditions are True) then do (Then Actions) else do (Else Actions)
Collapse If - Conditions
(Random integer number between 1 and 8) Equal to 2
Collapse Then - Actions
Unit - Order Fat Cow 0058 <gen> to Undead Lich - Frost Nova AAUnit[(Integer A)]
Collapse Else - Actions
Collapse If (All Conditions are True) then do (Then Actions) else do (Else Actions)
Collapse If - Conditions
(Random integer number between 1 and 8) Equal to 5
Collapse Then - Actions
Unit - Order Fat Cow 0058 <gen> to Orc Shadow Hunter - Hex AAUnit[(Integer A)]
Collapse Else - Actions
Collapse If (All Conditions are True) then do (Then Actions) else do (Else Actions)
Collapse If - Conditions
(Random integer number between 1 and 8) Equal to 6
Collapse Then - Actions
Unit - Order Fat Cow 0060 <gen> to Orc Far Seer - Earthquake (Position of AAUnit[(Integer A)])
Collapse Else - Actions
Do nothing
Do nothing
Collapse Else - Actions
Do nothing
Collapse Else - Actions
Custom script: call RemoveLocation(udg_L_2_Copy_12)
Do nothing
08-30-2006, 10:07 AM#2
SentryIII
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
Jacek
try adding some delay after casting a spell
08-30-2006, 10:16 AM#4
Fr0zenLord
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
SentryIII
- 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
DioD
Values can have no value :) add debug info to trigger.
08-30-2006, 10:55 AM#7
Fr0zenLord
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
DioD
Same dummy can cast spell onse per second, it anyway needs some time to cast.
08-30-2006, 12:33 PM#9
Rising_Dusk
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
DioD
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
Rising_Dusk
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
blu_da_noob
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
Rising_Dusk
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
blu_da_noob
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.