| 03-10-2007, 05:46 PM | #2 |
Wow, that's pretty tricky. I'd try setting a variable to the ability or a variable for the order/ability ID string, than replacing the "I get stuck" part with the variable. Your best bet is to try and set a variable to the order/ability ID string. Wow, ok screw me, I don't even know if that's possible. EDIT: Never use "Casting Unit," always use "Triggering Unit" instead because Casting Unit won't work after "Wait" actions and such from what I've heard. Casting Unit is just too undependable. EDITEDIT: You have a few leaks. Remember to clean them up (this would destroy the game real quick if spells are used alot)! |
| 03-10-2007, 06:08 PM | #3 | |
Quote:
thx. i know it has leaks. i only threw that together for now as temporary until i work out that order part. i always clean my trigs up at the end. as for the ability id.. it doesn't let me select such a thing.. or any variable for that matter. probably need to custom script it.. but dont know how to do that. this is my best guess |
| 03-10-2007, 07:41 PM | #4 |
try call IssueImmediateOrderById(GetLastCreatedUnit(),GetSpellAbilityId())
it should cast the casted ability for the last created unit. |
| 03-10-2007, 07:56 PM | #5 | |
Quote:
does this have a target unit? i was experimenting on my own with some jass i copied and came up with something that works partially. it looks like it works about half of the time. Trigger: Set Shell_Order = (Current order of (Casting unit))
![]() Set Shell_OrderString = (String(Shell_Order))
![]() Custom script: call IssueTargetOrderBJ( GetLastCreatedUnit(), udg_Shell_OrderString, GetSpellAbilityUnit() )i figured that if i have it set at "starts the effect of ability" then surely it must be on a current order of that same spell.. why it doesn't work all the time is beyond me i will disable that last string and try yours to see result. |
| 03-10-2007, 08:31 PM | #6 |
woops! try this then: call IssueTargetOrderById(GetLastCreatedUnit(),GetSpellAbilityId(),udg_WhateverTargetYouWant) |
| 03-10-2007, 08:42 PM | #7 |
How many abilities will this trigger work for? If it works for only a few you could do an order for every single one of your triggerer abilities. May take awile. but it would work. |
| 03-10-2007, 09:15 PM | #8 | ||
Quote:
no luck. this one didn't even work once. Quote:
there are too many with too many possibilities |
| 03-10-2007, 09:41 PM | #9 |
Btw, if you have it cast when a unit is casted upon, you know that since it will be using the same ability, you will make the triggers repeat over and over and over again... for ever. Unit #1 casts on Unit #2 Dummy #1 casts on Dummy Unit #1 Dumy #2 casts on Dummy #1.. and so on. |
| 03-10-2007, 10:04 PM | #10 | |
Quote:
yeah i know. i will guard against that by saying that the unit type of target unit is not equal to that unit type of dummy unit. |
| 03-10-2007, 10:08 PM | #11 |
Im gonna g o do a repeating trigger like that right now... i wanna see how long it takes to fill up a map with peasants ^_^ Trigger 1 Elapsed game time is 1 second Unit - Create 1 footman for player 1 Trigger 2 Unit is created Create 1 footman for player 1 Edit: Even better: Elapsed game time is 1 second For each integer between 1 and 1000 for loop integer a do actions: For each integer between 1 and 1000 for loop integer b do actions: create 1 footman |
| 03-10-2007, 10:39 PM | #12 |
Boy, I love pointless repeating triggers 'cause they crash the game and make great gigantic battles/wars. Think I'm gonna do that right now. |
