| 07-30-2007, 09:30 PM | #1 |
Damn, I post here alot. Anyway, I have a trigget so thhat when one unit uses Patrol, another unit casts Drunken Haze at the posistion patrol targeted. But this dosen't work. I have have a similar trigger that makes it so when the same unit uses move, the other unit cast Breath Of Fire at the move point. This works, but not when move targets a unit. Any help? |
| 07-30-2007, 09:38 PM | #2 |
If it's trigger help you need, isn't this in the wrong area? Don't worry; I'm sure one of the moderaters can move it. They might not work, because the unit that casts [Insert spell name here] is not within range to use the spell. Or they can't see them, etc. |
| 07-30-2007, 09:45 PM | #3 |
No. It's an FPS. One unit is the control box. The other is the actual attacking unit you move around. He is clearly withing range. And black mask and FOW are disabled. I got Breath of Fire to work. Drunken Haze dose not, though |
| 07-31-2007, 01:23 AM | #4 |
Drunken Haze is actually a unit-targeting spell, not a point target. You may fool this challenge by placing a modeless enemy unit at the point of the patrol and ordering your caster to Drunken Haze that, instead. For cleanliness, you ought to then destroy/remove the modeless unit or hide and reuse him the next time it happens. |
| 07-31-2007, 01:32 AM | #6 |
Try moving the Remove Ability action after the Wait. Your caster may be in the process of pivoting or aligning still when the ability is removed. Also, include several debug "Game Message" actions that output what all your variables are at each stage, so you can see where they might be going wrong. Lastly, if your caster isn't in range when he is ordered, this trigger won't work at all, since it will add and remove the ability before he gets in range. You may wish to have a range-checker built into the trigger, perhaps with another trigger that detects when he gets in range and checks to see what his order is. |
| 07-31-2007, 01:45 AM | #7 |
Hmm. Good thoughts. Can I see a debug trigger please? |
| 07-31-2007, 02:40 AM | #8 |
You haven't moved this yet Panto? What he means by "Debug Messages" is stuff like this: In the above example, you can be sure that the loop both starts and ends if both messages are displayed. |
| 07-31-2007, 05:36 PM | #9 |
I tried the above trigger, and both messages appear instantly when I order Unit 1 to use patrol somewhere on the map. However, Unit 2 does not cast Drunken Haze. |
| 08-01-2007, 01:10 AM | #10 |
Rather than simply have an action that blurts out a message, as Pyrogasm's, it's more useful to have a message inside the loop that blurts out the name of every unit picked and a message at the beginning telling what point or unit was targeted and pinging the map there. Debug information is valuable in the details. |
| 08-01-2007, 01:15 AM | #11 |
I'll try that. This seems hopeless. Did the ping thing. I made it so that it pings at posistion of target unit of issued order, but it always pings the center unless I target myself with patrol. |
| 08-01-2007, 05:12 AM | #12 |
Then it's not getting that unit properly. With that knowledge in hand, it looks like you have no event for "unit issued an order targeting a unit", just for "object". Is there a more specific or appropriate event for that? By checking the various points where the targeted unit is defined and used, you can sort out why it's not returning the proper position. FYI, it's pinging the center because returning the position of a null unit gives you 0,0. |
| 08-01-2007, 05:14 AM | #13 |
Object is as close to unit as you can get. I tried that dummy unit thing, and it fails just as much as all of the other things. D'OH! I make stupid mistake. Thanks Panto! Dummy works fine, because Haze has AOE biff. I accidentally made the dummy a friendly unit. |
