Can you call GroupEnumUnitsInRange inside a periodic timer function?

romanandre

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I'm been trying to make a periodic damage inside a timer function like this:

JASS:
globals
    constant attacktype AT = ATTACK_TYPE_NORMAL;
    constant damagetype DT = DAMAGE_TYPE_NORMAL;
    constant weapontype WT = WEAPON_TYPE_WHOKNOWS;
    
    private unit u
    private group grp
    endglobals
    
    
    struct data
        unit u;
        unit t;
        real x;
        real y;
    endstruct
    
    function Targets takes unit target returns boolean
        return (GetWidgetLife(target) > 0.405) and not 
        IsUnitType(target, UNIT_TYPE_STRUCTURE) and not 
        IsUnitType(target, UNIT_TYPE_FLYING) and not 
        IsUnitType(target, UNIT_TYPE_MAGIC_IMMUNE) and not 
        IsUnitType(target, UNIT_TYPE_MECHANICAL) and
        IsUnitEnemy(target, GetOwningPlayer(u))
    endfunction
    function Pick takes nothing returns boolean
        if (Targets(GetFilterUnit()))       
            UnitDamageTarget(u, GetFilterUnit(), 150, true, true, AT, DT, WT);
        endif
        return false;
    }
    function Timer takes nothing returns nothing
        timer t = GetExpiredTimer();
        data d = GetTimerData(t);
        GroupEnumUnitsInRange(grp, 0, 0, 10000, Filter(function Pick));
        BJDebugMsg("working");
    endfunction    

    function onSpellCast takes nothing returns nothing
        timer t = NewTimer();
        data d = data.create();
        d.u = GetTriggerUnit();
        d.t = GetSpellTargetUnit();
        d.x = GetUnitX(d.u);
        d.y = GetUnitY(d.u);
        SetTimerData(t, d);
        u = d.u;
        BJDebugMsg("working");
        TimerStart(t, 1, true, function Timer);
    endfunction

  
    function onInit takes nothing returns nothing
         RegisterSpellEffectEvent('A004', function onSpellCast);
    endfunction


there is probaly sintax errors , but can we use GroupEnumUnitsInRange inside a timer function?
 
Yes of course.
Your code looks rambles between zinc and vJass lol fix that.
also it's better if you use FirstOfGroup loops to pick every unit inside a group instead of having a filter function for it
 
Better in that:

Doesn't require a second function
Faster to write (less verbosity)
Faster execution in-game
Can use locals from the key function avoiding the need for temp globals
More fun!
 
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