| 04-07-2008, 08:06 AM | #2 |
Your clean-up can be simplyfied to this afaik: Trigger: Custom script: call RemoveLocation(udg_AAearthenflame_p[GetConvertedPlayerId(GetOwningPlayer(GetTriggerUnit()))])To your actual problem I have to questions: 1st Did you try your trigger without those waits? 2nd Did you try the trigger without your failsafe? My last idea would be that you're using that global loop index in some other trigger, which might lead to your occurency of random number of units spawned. This could be confirmed by removing the waits. If the spawing works fine then, your loop index is the problem. To your failsafe: I don't believe that it's a good idea to order any unit that frequently. If you're lucky the reason for your peoblem is that the units are not able to follow that order and therefore just remain where they are. |
| 04-07-2008, 08:29 AM | #3 |
Wow, I read the first post and those questions tamisrah asked were exactly the same thing I would ask. How does Kaboom! work exaclty? Couldn't you use an original one? |
| 04-07-2008, 10:06 PM | #4 |
(Thanks for the script, tamisrah. I needed that. :P +REP) Kaboom! accepts point and unit orders, and is a suicide ability. I cannot use the original one since it deals huge damage in a large area and deals x3 damage to structures, so I needed a custom one. (Also, I can't cannibalize the original Kaboom! data because my map is based on a melee map.) Working on the ability. |
| 04-07-2008, 10:15 PM | #5 |
Do the Custom Units have the "Suicidal" Flag on(Unit Classification). I don't know if that would affect it, it's just a guess. |
| 04-07-2008, 10:23 PM | #6 |
...You can't cannibalize the original Kaboom! data? Lolz. Typo. Uh, hmm... Do the mini units have the suicidal unit tag? |
| 04-22-2008, 09:25 PM | #7 |
Trigger: Earthen Flame![]() Actions![]() ![]() Set AAearthenflame_p2[(Player number of (Owner of (Triggering unit)))] = (Target point of ability being cast)![]() ![]() Set AAearthenflame_u[(Player number of (Owner of (Triggering unit)))] = (Triggering unit)![]() ![]() For each (Integer A) from 1 to (3 x (Level of Earthen Flames for (Triggering unit))), do (Actions)![]() ![]() ![]() Loop - Actions![]() ![]() ![]() ![]() Set AAearthenflame_p[(Player number of (Owner of (Triggering unit)))] = (Position of AAearthenflame_u[(Player number of (Owner of (Triggering unit)))])![]() ![]() ![]() ![]() Set AAearthenflame_p3[(Player number of (Owner of (Triggering unit)))] = (AAearthenflame_p2[(Player number of (Owner of (Triggering unit)))] offset by (Random real number between 25.00 and 125.00) towards (Random angle) degrees)![]() ![]() ![]() ![]() Unit - Create 1 Earthen Flame (Dummy) for (Owner of (Triggering unit)) at AAearthenflame_p[(Player number of (Owner of (Triggering unit)))] facing Default building facing degrees![]() ![]() ![]() ![]() Unit - Order (Last created unit) to Neutral - Kaboom! AAearthenflame_p3[(Player number of (Owner of (Triggering unit)))]![]() ![]() ![]() ![]() Wait 0.11 seconds![]() ![]() ![]() ![]() Custom script: call RemoveLocation (udg_AAearthenflame_p[GetConvertedPlayerId(GetOwningPlayer(GetTriggerUnit()))])![]() ![]() ![]() ![]() Custom script: call RemoveLocation (udg_AAearthenflame_p3[GetConvertedPlayerId(GetOwningPlayer(GetTriggerUnit()))])![]() ![]() Custom script: call RemoveLocation (udg_AAearthenflame_p2[GetConvertedPlayerId(GetOwningPlayer(GetTriggerUnit()))])There is my current trigger. The ability still doesn't work properly though. |
| 04-22-2008, 10:30 PM | #8 |
I think kaboom needs a certain extra passive ability to work, check the goblin sappers' unit in the object editor and look for more abilities. |
| 04-25-2008, 03:24 PM | #9 |
Nope, doesn't look like it. Might it have something to do with it have Suicidal, Summoned, and Walkable flags set? |
| 04-25-2008, 03:36 PM | #10 |
Suicidal only makes it so that if you right click a unit, it will use Kaboom on that. |
| 04-25-2008, 03:39 PM | #11 |
lets test that JASS:set Malf = Suicidal call AddAbility(Malf, Kaboom) call Order(Malf, Vexorian, 'smart') |
| 04-25-2008, 03:43 PM | #12 |
It's a fact. |
| 04-25-2008, 03:51 PM | #13 |
I already have tried adding Suicidal. |
| 04-25-2008, 04:08 PM | #14 |
New guess: The problem is with last created unit, people shouldn't use such thing after waits... + the second one fails because your dummies use locust. |
| 04-25-2008, 04:15 PM | #15 |
I disabled the Wait but it still didn't work. EDIT: It seems that the units move up to and have been ordered to Kaboom! the target point but when they reach the point, they don't Kaboom!. Do you know why it would do that? BTW: The units will auto-Kaboom!. The Kaboom! ability's target flags are: Debris, Enemy, Ground, Structure, Tree, and Ward. |
