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Shooting System "Lag"

11-24-2006, 05:30 PM#1
illidan92
I'm redoing my DoD: Donner shooting system, and when they shoot it waits 2 seconds before the dummy will cast carrion swarm. The ability is based off of cloud of fog, and the dummy ability is carrion swarm. It's doing the same for my automatic weapons but heres my rifles trigger:

Trigger:
Shooting Rifles
Collapse Events
Unit - A unit Begins channeling an ability
Conditions
Collapse Actions
Collapse If (All Conditions are True) then do (Then Actions) else do (Else Actions)
Collapse If - Conditions
(Ability being cast) Equal to Shoot BAR
Collapse Or - Any (Conditions) are true
Collapse Conditions
((Owner of (Casting unit)) Current gold) Less than or equal to (Random integer number between 60 and 75)
((Owner of (Casting unit)) Current gold) Less than or equal to 76
Collapse Then - Actions
Unit - Create 1 Shooting Dummy for (Owner of (Casting unit)) at (Position of (Casting unit)) facing Default building facing (270.0) degrees
Unit - Add Shoot BAR Dummy to (Last created unit)
Unit - Add a 2.00 second Generic expiration timer to (Last created unit)
Unit - Order (Last created unit) to Undead Dreadlord - Carrion Swarm ((Target point of ability being cast) offset by (Random real number between -100.00 and 100.00) towards (Facing of (Casting unit)) degrees)
Else - Actions
Collapse If (All Conditions are True) then do (Then Actions) else do (Else Actions)
Collapse If - Conditions
(Ability being cast) Equal to Shoot K43
Collapse Or - Any (Conditions) are true
Collapse Conditions
((Owner of (Casting unit)) Current gold) Less than or equal to (Random integer number between 60 and 75)
((Owner of (Casting unit)) Current gold) Less than or equal to 76
Collapse Then - Actions
Unit - Create 1 Shooting Dummy for (Owner of (Casting unit)) at (Position of (Casting unit)) facing Default building facing (270.0) degrees
Unit - Add Shoot K43 Dummy to (Last created unit)
Unit - Add a 2.00 second Generic expiration timer to (Last created unit)
Unit - Order (Last created unit) to Undead Dreadlord - Carrion Swarm ((Target point of ability being cast) offset by (Random real number between -50.00 and 50.00) towards (Facing of (Casting unit)) degrees)
Else - Actions
Collapse If (All Conditions are True) then do (Then Actions) else do (Else Actions)
Collapse If - Conditions
(Ability being cast) Equal to Shoot K98
Collapse Or - Any (Conditions) are true
Collapse Conditions
((Owner of (Casting unit)) Current gold) Less than or equal to (Random integer number between 60 and 75)
((Owner of (Casting unit)) Current gold) Less than or equal to 76
Collapse Then - Actions
Unit - Create 1 Shooting Dummy for (Owner of (Casting unit)) at (Position of (Casting unit)) facing Default building facing (270.0) degrees
Unit - Add Shoot K98 Dummy to (Last created unit)
Unit - Add a 2.00 second Generic expiration timer to (Last created unit)
Unit - Order (Last created unit) to Undead Dreadlord - Carrion Swarm ((Target point of ability being cast) offset by (Random real number between -35.00 and 35.00) towards (Facing of (Casting unit)) degrees)
Collapse If (All Conditions are True) then do (Then Actions) else do (Else Actions)
Collapse If - Conditions
(Mana of (Casting unit)) Not equal to 0.00
Collapse Then - Actions
Wait 0.60 seconds
Sound - Play boltback <gen> at 100.00% volume, attached to (Casting unit)
Wait 0.60 seconds
Sound - Play boltforward <gen> at 100.00% volume, attached to (Casting unit)
Else - Actions
Else - Actions
Collapse If (All Conditions are True) then do (Then Actions) else do (Else Actions)
Collapse If - Conditions
(Ability being cast) Equal to Shoot M1 Carbine
Collapse Or - Any (Conditions) are true
Collapse Conditions
((Owner of (Casting unit)) Current gold) Less than or equal to (Random integer number between 60 and 75)
((Owner of (Casting unit)) Current gold) Less than or equal to 76
Collapse Then - Actions
Unit - Create 1 Shooting Dummy for (Owner of (Casting unit)) at (Position of (Casting unit)) facing Default building facing (270.0) degrees
Unit - Add Shoot M1 Carbine Dummy to (Last created unit)
Unit - Add a 2.00 second Generic expiration timer to (Last created unit)
Unit - Order (Last created unit) to Undead Dreadlord - Carrion Swarm ((Target point of ability being cast) offset by (Random real number between -50.00 and 50.00) towards (Facing of (Casting unit)) degrees)
Else - Actions
Collapse If (All Conditions are True) then do (Then Actions) else do (Else Actions)
Collapse If - Conditions
(Ability being cast) Equal to Shoot M1 Garand
Collapse Or - Any (Conditions) are true
Collapse Conditions
((Owner of (Casting unit)) Current gold) Less than or equal to (Random integer number between 60 and 75)
((Owner of (Casting unit)) Current gold) Less than or equal to 76
Collapse Then - Actions
Unit - Create 1 Shooting Dummy for (Owner of (Casting unit)) at (Position of (Casting unit)) facing Default building facing (270.0) degrees
Unit - Add Shoot M1 Garand Dummy to (Last created unit)
Unit - Add a 2.00 second Generic expiration timer to (Last created unit)
Unit - Order (Last created unit) to Undead Dreadlord - Carrion Swarm ((Target point of ability being cast) offset by (Random real number between -40.00 and 40.00) towards (Facing of (Casting unit)) degrees)
Else - Actions
Collapse If (All Conditions are True) then do (Then Actions) else do (Else Actions)
Collapse If - Conditions
(Ability being cast) Equal to Shoot Scoped K98
Collapse Or - Any (Conditions) are true
Collapse Conditions
((Owner of (Casting unit)) Current gold) Less than or equal to (Random integer number between 60 and 75)
((Owner of (Casting unit)) Current gold) Less than or equal to 76
Collapse Then - Actions
Unit - Create 1 Shooting Dummy for (Owner of (Casting unit)) at (Position of (Casting unit)) facing Default building facing (270.0) degrees
Unit - Add Shoot Scoped K-98 Dummy to (Last created unit)
Unit - Add a 2.00 second Generic expiration timer to (Last created unit)
Unit - Order (Last created unit) to Undead Dreadlord - Carrion Swarm ((Target point of ability being cast) offset by (Random real number between -15.00 and 15.00) towards (Facing of (Casting unit)) degrees)
Collapse If (All Conditions are True) then do (Then Actions) else do (Else Actions)
Collapse If - Conditions
(Mana of (Casting unit)) Not equal to 0.00
Collapse Then - Actions
Wait 0.60 seconds
Sound - Play boltback <gen> at 100.00% volume, attached to (Casting unit)
Wait 0.60 seconds
Sound - Play boltforward <gen> at 100.00% volume, attached to (Casting unit)
Else - Actions
Else - Actions
Collapse If (All Conditions are True) then do (Then Actions) else do (Else Actions)
Collapse If - Conditions
(Ability being cast) Equal to Shoot Springfield
Collapse Or - Any (Conditions) are true
Collapse Conditions
((Owner of (Casting unit)) Current gold) Less than or equal to (Random integer number between 60 and 75)
((Owner of (Casting unit)) Current gold) Less than or equal to 76
Collapse Then - Actions
Unit - Create 1 Shooting Dummy for (Owner of (Casting unit)) at (Position of (Casting unit)) facing Default building facing (270.0) degrees
Unit - Add Shoot Springfield Dummy to (Last created unit)
Unit - Add a 2.00 second Generic expiration timer to (Last created unit)
Unit - Order (Last created unit) to Undead Dreadlord - Carrion Swarm ((Target point of ability being cast) offset by (Random real number between -15.00 and 15.00) towards (Facing of (Casting unit)) degrees)
Collapse If (All Conditions are True) then do (Then Actions) else do (Else Actions)
Collapse If - Conditions
(Mana of (Casting unit)) Not equal to 0.00
Collapse Then - Actions
Wait 0.60 seconds
Sound - Play boltback <gen> at 100.00% volume, attached to (Casting unit)
Wait 0.60 seconds
Sound - Play boltforward <gen> at 100.00% volume, attached to (Casting unit)
Else - Actions
Else - Actions
I put them all into one trigger and it works fine, except for the problem stated. Gold is gun heat and their mana is the ammo.
11-24-2006, 05:32 PM#2
Thunder_Eye
try putting the orders before adding the timer to the dummies
11-24-2006, 06:36 PM#3
illidan92
Thanks for the quick reply ^.^. I tried it and it's still taking a few seconds.
11-24-2006, 08:39 PM#4
The_AwaKening
Check the range of your dummy's carrion swarm ability. Maybe it doesn't reach as far as your original ability and the dummy is having to move first. I don't know also if this would make a difference, but maybe change the facing or your dummy on creation to GetUnitFacing(GetTriggerUnit()). Not sure how that looks in GUI
11-24-2006, 11:45 PM#5
illidan92
Oh! Found the MFing problem >.<! I based the shooting dummy off of my mortar dummy and the model's backswing and cast point were at like .9 and .1 because it was based off of the mortar team >.<! Thanks for the help though guys lol, hope this reminds people to check that!