Through a trigger, I create units at a point when an ability is cast, simple enough. If any of these abilities are cast directly on top of another unit, that unit is killed by the casting unit.
Things I have tested:
Changing the mass of units, the push priority, the inner radius, movement radius, pathing radius, and collisions do not seem to affect the situation at all. A mass of 0, pathing size of 0, no collision flags, inner ratius of 0, movement radius of 0, all still have the same end result; the spawned unit instantly kills the unit that was standing where it was spawned. This can include the casting unit, if you cast the spell directly on top of yourself.
The "ignore placement" and "under construction" flags are not checked in the creation trigger.
Anyone know what could solve this issue; without using the "spawn" effect on an ability.
I'm a little unclear as to what you're hoping to achieve. The casting unit is killing whatever is close to the target effect point? Or is it the created units that are doing the killing? Can you give some extra detail on how the trigger and the ability/effects you're using work?
I would have to trigger the behaviors added to the units when they are created anyway; as they are part of a levelable skill; and it would be silly to create the units 8 times over for all 8 levels of the skill. So, I use a behavior to increase their stats, and add stack of it based on the ability level.
The problem is/was that when I cast the ability and a new unit was created at the target point; if that point happened to be another unit; the unit was killed; the one targetted. The created unit is not strong enough to kill the unit spawned on.
Kueken; you were right; after looking at it, and messing with it. I had a dummy ability that did 0 damage, and I set the damage reduced by armor to like 10,000. For some reason, when you set damage reduced by point of armor that high, it instantly kills whatever it hits. No idea how or why; but I tested it 5-6 times with different armor reduction values, and setting them too high cause the unit hit to be killed. Silly blizzard strikes again.
I was pretty convinced it was pathing too; I thought maybe the summons would "smoosh" the target unit out of existence. Something to tack onto the "dont do this in the editor" list, "setting armor reduction values too high"
For dummy effects like this, I recommend to use an empty Set effect always, never use any effect types, which might actually have an effect ingame, like your damage effect.
Kueken; you were right; after looking at it, and messing with it. I had a dummy ability that did 0 damage, and I set the damage reduced by armor to like 10,000. For some reason, when you set damage reduced by point of armor that high, it instantly kills whatever it hits. No idea how or why; but I tested it 5-6 times with different armor reduction values, and setting them too high cause the unit hit to be killed. Silly blizzard strikes again.
...or a division by zero. If the formula determining damage reduction includes the damage value, you could end up with a division by zero at some point which is mathematically impossible. By default it would generate an error, probably resulting in the unit being destroyed.
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Through a trigger, I create units at a point when an ability is cast, simple enough. If any of these abilities are cast directly on top of another unit, that unit is killed by the casting unit.
Things I have tested:
Changing the mass of units, the push priority, the inner radius, movement radius, pathing radius, and collisions do not seem to affect the situation at all. A mass of 0, pathing size of 0, no collision flags, inner ratius of 0, movement radius of 0, all still have the same end result; the spawned unit instantly kills the unit that was standing where it was spawned. This can include the casting unit, if you cast the spell directly on top of yourself.
The "ignore placement" and "under construction" flags are not checked in the creation trigger.
Anyone know what could solve this issue; without using the "spawn" effect on an ability.
Skype: [email protected] Current Project: Custom Hero Arena! US: battlenet:://starcraft/map/1/263274 EU: battlenet:://starcraft/map/2/186418
I'm a little unclear as to what you're hoping to achieve. The casting unit is killing whatever is close to the target effect point? Or is it the created units that are doing the killing? Can you give some extra detail on how the trigger and the ability/effects you're using work?
Maybe your ability does the killing, the trigger or the spawned units might have nothing to do with it.
Also, why don't you want to use a create unit effect?
I would have to trigger the behaviors added to the units when they are created anyway; as they are part of a levelable skill; and it would be silly to create the units 8 times over for all 8 levels of the skill. So, I use a behavior to increase their stats, and add stack of it based on the ability level.
The problem is/was that when I cast the ability and a new unit was created at the target point; if that point happened to be another unit; the unit was killed; the one targetted. The created unit is not strong enough to kill the unit spawned on.
Kueken; you were right; after looking at it, and messing with it. I had a dummy ability that did 0 damage, and I set the damage reduced by armor to like 10,000. For some reason, when you set damage reduced by point of armor that high, it instantly kills whatever it hits. No idea how or why; but I tested it 5-6 times with different armor reduction values, and setting them too high cause the unit hit to be killed. Silly blizzard strikes again.
I was pretty convinced it was pathing too; I thought maybe the summons would "smoosh" the target unit out of existence. Something to tack onto the "dont do this in the editor" list, "setting armor reduction values too high"
Thanks for looking ^^
Skype: [email protected] Current Project: Custom Hero Arena! US: battlenet:://starcraft/map/1/263274 EU: battlenet:://starcraft/map/2/186418
For dummy effects like this, I recommend to use an empty Set effect always, never use any effect types, which might actually have an effect ingame, like your damage effect.
Interesting. Possibly some kind of overflow.
...or a division by zero. If the formula determining damage reduction includes the damage value, you could end up with a division by zero at some point which is mathematically impossible. By default it would generate an error, probably resulting in the unit being destroyed.