Help with leap type spell that follows unit.

Kenny

Back for now.
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Basically, i am in need of a way to make it so that the unit that is jumping is moved to the correct location, even if the target moves.

For example;



Code:
Normal:

           *
        *    *
     *         *
  *              *
U                  T   

When T moves:

           *
        *    *
     *         *
  *              *
U                  *      T   

How i want it:

             *
         *      *
      *            *
   *                  *
U                        T

Its hard to explain it in pictures, but basically i need the unit to be able to follow the target, and still keep a good parabolic effect.

For those of you who have played DotA recently, Its basically like the new Toss, where the tossed unit will change directions according to the targets location.

This is what i have so far:

JASS:
scope SoulTransferral initializer Init

globals
    private constant integer Abil_id = 'A000'
    private constant integer Dummy_id = 'u001'
    private constant integer Crow_form = 'Amrf'
    private constant real Interval = 0.04
    private constant real Airtime = 1.50
    private constant string Incomplete_sfx = "Objects\\Spawnmodels\\Undead\\UndeadDissipate\\UndeadDissipate.mdl"
    private constant string Soul_sfx = "Abilities\\Spells\\Other\\BlackArrow\\BlackArrowMissile.mdl" // "Abilities\\Weapons\\ZigguratMissile\\ZigguratMissile.mdl"
    private constant string Point = "chest"
endglobals

//=======================================================================
private function Soul_transfer_interval takes integer lvl returns real
    return 2.00 // 6.00 - (1.00 * lvl)
endfunction

private function Enemy_soul_chance takes integer lvl returns integer
    return 100
endfunction

private function Radius takes integer lvl returns real
    return 800.00
endfunction

private function BodyFilt takes nothing returns boolean
    return GetWidgetLife(GetFilterUnit()) <= 0.405 and IsUnitType(GetFilterUnit(),UNIT_TYPE_MECHANICAL) == false
endfunction

//=======================================================================
private keyword Data
private keyword Jump

globals
    private Data array D
    private Jump array J
    private integer DT = 0                   
    private integer JT = 0
    private timer Timer = null
    private real Game_MaxX = 0.00
    private real Game_MinX = 0.00
    private real Game_MaxY = 0.00
    private real Game_MinY = 0.00
    private location Temploc = null
    private boolexpr Truefilt = null
    private boolexpr Bodyfilt = null
endglobals

//=======================================================================
private function DistanceXY takes real x1, real y1, real x2, real y2 returns real
    return SquareRoot((x2 - x1) * (x2 - x1) + (y2 - y1) * (y2 - y1))
endfunction

private function AngleXY takes real x1, real y1, real x2, real y2 returns real
    return Atan2((y2 - y1),(x2 - x1))
endfunction

private function MoveDist takes real Maxdist returns real
    return Maxdist / (Airtime / Interval)
endfunction

private function ConvertCount takes integer i returns real
    return (50.00 / (Airtime / Interval)) * i
endfunction

private function GetCoordZ takes real x, real y returns real
    call MoveLocation (Temploc,x,y)
    return GetLocationZ (Temploc)
endfunction

private function SetUnitZ takes unit u, real h returns boolean
    local real z = h - GetCoordZ(GetUnitX(u),GetUnitY(u))
    if z > 0.00 then
        call SetUnitFlyHeight(u,z,0.00)
        return false
    else
        return true
    endif
endfunction
    
private function GetUnitZ takes unit u returns real
    return GetCoordZ(GetUnitX(u),GetUnitY(u)) + GetUnitFlyHeight(u)
endfunction

private function SafeX takes real x returns real
    if x<Game_MinX then
        return Game_MinX
    elseif x>Game_MaxX then
        return Game_MaxX
    endif
    return x
endfunction

private function SafeY takes real y returns real
    if y<Game_MinY then
        return Game_MinY
    elseif y>Game_MaxY then
        return Game_MaxY
    endif
    return y
endfunction

//=======================================================================
private struct Data
    unit cast = null
    real time = 0.00
    group g = CreateGroup()
endstruct

//=======================================================================
private struct Jump
    unit cast = null
    unit u = null
    real castx = 0.00
    real casty = 0.00
    real ux = 0.00
    real uy = 0.00
    real cos = 0.00
    real sin = 0.00
    real maxdist = 0.00
    real movedist = 0.00
    integer i = 1
    integer lvl = 0
    effect sfx = null
    
    static method create takes unit caster, unit body, integer level returns Jump
        local Jump j = Jump.allocate()
        local real x = GetUnitX(caster)
        local real y = GetUnitY(caster)
        local real tmpang = 0.00
        
        set j.cast = caster
        set j.u = CreateUnit(GetOwningPlayer(j.cast),Dummy_id,GetUnitX(body),GetUnitY(body),0.00)
        set j.ux = GetUnitX(j.u)
        set j.uy = GetUnitY(j.u)
        set tmpang = AngleXY(j.ux,j.uy,x,y)
        set j.cos = Cos(tmpang)
        set j.sin = Sin(tmpang)
        set j.maxdist = DistanceXY(x,y,j.ux,j.uy)
        set j.movedist = MoveDist(j.maxdist)
        set j.lvl = level
        
        set j.sfx = AddSpecialEffectTarget(Soul_sfx,j.u,Point)
        
        call UnitAddAbility(j.u,Crow_form)
        call UnitRemoveAbility(j.u,Crow_form)
        call SetUnitPathing(j.u,false)

        set JT = JT + 1
        set J[JT] = j 
        
        return j
    endmethod
    
    private method onDestroy takes nothing returns nothing  
        call DestroyEffect(.sfx)
        set .sfx = null
        
        set .u = null
        set .cast = null
    endmethod
endstruct

//=======================================================================
private function Update takes nothing returns nothing
    local Jump j = 0
    local integer lvl = 0
    local integer i = 1
    local integer anim = 0
    local real tmpang = 0.00
    local real tmpheight = 0.00
    local real tmpdist = 0.00
    local real height = 0.00
    local real heightdiff = 0.00
    local real count = 0.00
    local real speed = 0.00
    local real x = 0.00
    local real y = 0.00
    local real xx = 0.00
    local real yy = 0.00
    local unit u = null
    
    loop
        exitwhen i > DT
        
        if GetWidgetLife(D<i>.cast) &gt; 0.405 then
            set x = GetUnitX(D<i>.cast)
            set y = GetUnitY(D<i>.cast)
            set lvl = GetUnitAbilityLevel(D<i>.cast,Abil_id)
            
            if D<i>.time == Soul_transfer_interval(lvl) then
                set D<i>.time = 0.00
                
                call GroupEnumUnitsInRange(D<i>.g,x,y,Radius(lvl),Bodyfilt)
                set u = FirstOfGroup(D<i>.g)
                
                if u != null then
                    if IsUnitEnemy(u,GetOwningPlayer(D<i>.cast)) then
                        if GetRandomInt(0,100) &lt;= Enemy_soul_chance(lvl) then
                            set j = Jump.create(D<i>.cast,u,lvl)
                        else
                            call DestroyEffect(AddSpecialEffect(Incomplete_sfx,GetUnitX(u),GetUnitY(u)))
                        endif
                    else
                        set j = Jump.create(D<i>.cast,u,lvl)
                    endif
                endif
            endif
            
            set D<i>.time = D<i>.time + Interval
        endif
        
        set i = i + 1
    endloop
    
    set i = 1
    
    loop
        exitwhen i &gt; JT
        
        set x = GetUnitX(J<i>.u)
        set y = GetUnitY(J<i>.u)
        
        if J<i>.i &lt; (Airtime / Interval) then
        
            set count = ConvertCount(J<i>.i)
            set height = (count - 25.00) * (count - 25.00)
            set tmpheight = GetUnitZ(J<i>.u)
            set heightdiff = height - tmpheight
            
            set xx = GetUnitX(J<i>.cast)
            set yy = GetUnitY(J<i>.cast)
            
            set J<i>.maxdist = DistanceXY(xx,yy,j.ux,j.uy)
            set J<i>.movedist = MoveDist(J<i>.maxdist)
            
            set tmpang = AngleXY(x,y,xx,yy)
            set J<i>.cos = Cos(tmpang)
            set J<i>.sin = Sin(tmpang)
            
            set speed = J<i>.i * J<i>.movedist
            set xx = SafeX(J<i>.ux + speed * J<i>.cos)
            set yy = SafeY(J<i>.uy + speed * J<i>.sin)
            set tmpdist = DistanceXY(x,y,xx,yy)
            
            set anim = R2I(Atan2(heightdiff,tmpdist) * bj_RADTODEG + 90.50)
            
            if anim &gt;= 180 then
               set anim = 179
            elseif anim &lt; 0 then
               set anim = 0
            endif
            
            call SetUnitPosition(J<i>.u,xx,yy)
            call SetUnitZ(J<i>.u,(625.00 - height))
            call SetUnitAnimationByIndex(J<i>.u,anim)
            call SetUnitFacing(J<i>.u,tmpang * bj_RADTODEG)

            set J<i>.i = J<i>.i + 1
        else
            call J<i>.destroy()
            set J<i> = J[JT]
            set JT = JT - 1
            set i = i - 1
        endif
        
        set i = i + 1
    endloop
                            
    set u = null
endfunction

//=======================================================================
private function Actions takes nothing returns nothing
    local unit cast = GetTriggerUnit()
    local Data d = 0
    
    if GetLearnedSkill() == Abil_id and GetUnitAbilityLevel(cast,Abil_id) == 1 and IsUnitIllusion(cast) == false then
        set d = Data.create()
        
        set d.cast = cast
        
        set DT = DT + 1
        if DT == 1 and JT == 0 then
            call TimerStart(Timer,Interval,true,function Update)
        endif
        set D[DT] = d
    endif
    
    set cast = null
endfunction

//=======================================================================
private function TrueFilt takes nothing returns boolean
    return true
endfunction

//=======================================================================
private function Init takes nothing returns nothing
    local trigger trig = CreateTrigger()
    local integer i = 0
    
    set Timer = CreateTimer()
    set Temploc = Location(0.00,0.00)
    set Truefilt = Filter(function TrueFilt)
    set Bodyfilt = Filter(function BodyFilt)
    
    set Game_MaxX = GetRectMaxX(bj_mapInitialPlayableArea) - 64.00
    set Game_MinX = GetRectMinX(bj_mapInitialPlayableArea) + 64.00
    set Game_MaxY = GetRectMaxY(bj_mapInitialPlayableArea) - 64.00
    set Game_MinY = GetRectMinY(bj_mapInitialPlayableArea) + 64.00
    
    loop
        call TriggerRegisterPlayerUnitEvent(trig,Player(i),EVENT_PLAYER_HERO_SKILL,Truefilt)
        set i = i + 1
        exitwhen i == bj_MAX_PLAYER_SLOTS
    endloop

    call TriggerAddAction(trig,function Actions)
endfunction

endscope

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What i am currently doing is every interval, im setting the new maxdist to the distance between the start and the heroes current location, then setting the movedist accordingly. I also change the angle accordingly as well.

If you do have a way of doing this, but it uses the parabola function instead of how i do it, it is okay as well, as long as it works.

Its still very rough, and so far it bugs like crazy.

Note: I am using Z coordinates to make it look better over changing terrain, and to use the animations of vexorians dummy unit, so that arrows can be given a proper arc.
 

WolfieeifloW

WEHZ Helper
Reaction score
372
Don't know if this is up to date, but it should be:
Triggered Skills Explained said:
BTNattackground.gif

Toss (A0BZ)
Based on Channel.

When the skill is casted, count all nondummy non structure alive noncycloned visible noncourier nonancient (except Spirit Bear) in a 275 AoE from Tiny, if there is then pick a random one, if there wasn't any then then show the name of the unit "No valid unit to toss" (n0DA) and pausestoppause Tiny, then count nondummy non structure alive noncycloned visible noncourier nonancient (except Spirit Bear) in a 275 AoE from Tiny, if there is then pick a random one, if the unit picked is also controlled by yourself, show the name of "Cannot Toss to your own units". Do note that the two checks are done for different units, but the second unit is the one that will be tossed.
------------------------------------
When the skill goes into effect, show the standing animation of Tiny, then pause the tossed unit, remove it's pathing and if it's not Elder Dragon Form DK then add and immediately remove Crow Form. Save the unit as being tossed, "Hero", "Source", "Target", "FX", "x0" "y0" (the position of the target unit) then creaate a new timed trigger (1) to be run every 0.02 seconds.

(1): Recovers "Hero" "Source" "Target" "x0" "y0" from the cache, now check if the distance between x0/y0 and "Target"'s location is bigger than 1000 (only achievable by blinking/teleporting away or having 1000 MS), if it is then set target location to x0/y0, else set it to "Target", if runtimes is lower than 51, then move the Tossed unit Distance/(51-Runtimes) units towards the falling location and if it's not Elder DK set it's FlyHeight to be 775-(RunTimes-25)*(Runtimes-25), if RunTimes is equal or bigger than 51, then set the unit's Flyheight to its default, unpause the unit and give it pathing again, set it's position to the target position, and set the unit's Tossed value to 2, show the terrain deformation, remove the "FX", and if the tossed unit is an ally, make Tiny damage it with 0.2*75*TossLvl with Attack Type Spells, Damage Type Fire, if it's an enemy make Tiny damage it with (0.2+0.15*Grow)*75*Tosslvl with Attack Type Spells, Damage Type Fire, destroy all destructables in a 300 Square AoE, and make Tiny damage all enemy nonancient (except Spirit Bear) non magic immune units in a 300 AoE for 75*Tosslvl with Attack Type Spells, Damage Type Fire to normal units, and 75*Tosslvl/3 with Attack Type Spells, Damage Type Fire to Structures.

If a unit moves out of 1000 units from the Target AoE, the spell will stop homing towards the unit and will start homing towards the point where Tiny targetted the spell at the beginning. Note that if the unit leaves the 1000 AoE and then somehow comes back the homing towards the unit will resume. The unit is considered tossed for 1.02 seconds. Even if there are more units that just another unit you own (which basically becomes only the necronomicron units, since couriers are not selectable neither) you can still have the error message of "you can't toss your own units", even though there are valid units to toss nearby.
 

Kenny

Back for now.
Reaction score
202
That really doesn't give me anything at all... from what i understand of that, i am currently doing something along the lines of what they are doing.
 
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