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Orbs With Cooldowns Don't Fire on Auto-Acquire

06-21-2007, 12:05 AM#1
Pyrogasm
I've been fooling around with something Rising_Dusk informed me how to do while I was in the process of making a Critical Strike with a cooldown as a spell request when I ran into a few problems.

I've created a hero ability based off of "Orb of Slow" and modified all the appropriate fields/spells related to it such that it does nothing but have a 100% chance of firing, provide a buff, and have a 3.50 second cooldown. Here are the problems:
  • After learning the ability, the hero ability doesn't show up on the command card. Instead, the ability that the Orb of Slow ability is supposed to use to cause the buff shows up, but it has a Disabled, passive version of the Critical Strike icon (I gave it the "Critical Strike <Learn>" icon) and the tooltip doesn't work.
  • When the hero is ordered to attack a target, the orb effect works just fine; the cooldown fires, the buff is applied, and there are no problems. When the hero auto-acquires a target, the effect never happens until I order him to attack a specific target.

What can I do to fix these two problems?

Here is a link to the map so you can try it out for yourself: Critical Strike Problems
06-21-2007, 05:18 AM#2
DioD
this is wc3 engine bug

autocast arrows on auto attack also ignore cooldown
06-21-2007, 05:24 AM#3
Pyrogasm
It doesn't ignore the cooldown; the orb simply does not fire when the units target is auto-acquired.
06-21-2007, 10:04 AM#4
Anitarf
Yeah, that's a known bug. No way around it, other than, of course, completely triggering the spell.
06-21-2007, 10:08 AM#5
DioD
Quote:
autocast arrows
just like orbs bugged on auto-acquire attacks

just give attack order for unit on auto-acquire there is acquire event it will help.
06-22-2007, 06:58 AM#6
Dil999
Its actually not a bug- It was applied in patch 1.17 because a Blademaster carrying any type of orb was imbalanced, so they removed orb effects if you dont order the unit to balance this.
06-22-2007, 07:44 AM#7
Rising_Dusk
Just detect when your hero auto-acquires and issue the attack order on the target.
That should do the trick.
06-22-2007, 08:21 AM#8
Earth-Fury
Quote:
Originally Posted by Rising_Dusk
Just detect when your hero auto-acquires and issue the attack order on the target.
That should do the trick.
except won't that also make attack-move and patrol and such completely useless?
06-22-2007, 09:14 AM#9
Anitarf
Yeah, also, moving the attacked unit away will cause the attacking unit to follow it instead of acquireing a new, closer target. This kind of solution really only forks for towers in TDs.
06-22-2007, 05:12 PM#10
Rising_Dusk
Quote:
Yeah, also, moving the attacked unit away will cause the attacking unit to follow it instead of acquireing a new, closer target.
I've never auto-acquired new targets before with normal WC3 acquisition.
If I get a target, my hero/whatever follows the target until it dies, can no longer be seen, or the hero dies.
And I've tested that pretty thoroughly, and the same works for forced attack and attack move.

I can see patrol being messed with since once the unit dies you won't resume patrol.
I guess it depends on the type of map we're talking about, but it's about all I can think of to solve it while still keeping the "cooldown on passive" effect.
06-22-2007, 06:43 PM#11
Anitarf
I don't have wc3 to test this, but I'm pretty sure that if a unit auto-acquires an enemy and that enemy runs away while there are other enemies still attacking our unit or a friendly unit nearby, our unit will change targets to an enemy engaged in combat.
06-22-2007, 06:48 PM#12
Rising_Dusk
I think you are probably correct as well.
Just playing around with my AoS maps I'm seeing how creeps respond to different situations and they sometimes do as you say.
06-22-2007, 07:13 PM#13
Dil999
Ive already tried ordering it if it auto-acquires. That doesnt work either.
06-22-2007, 07:34 PM#15
Pyrogasm
He's resourceful; what's your point?