How to destroy the timer?

kingkingyyk3

Visitor (Welcome to the Jungle, Baby!)
Reaction score
216
I decided to write a brand new library for your spell since the TimedHandle cannot go too far.

I made your spell MUI now.
JASS:
scope Dummy initializer init
/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
//*************************************************************************************************************************//
//@@///////////////////////////////////////////Burning Hell, Made By Komaqtion///////////////////////////////////////////@@//
//@@                                                                                                                     @@//
//@@                                                 How to import:                                                      @@//
//@@                                                                                                                     @@//
//@@               ¤ First copy the ability "Burning Hell" and the unit "Dummy" and change the ID's in the               @@//
//@@               constants below to the new ones. Then you need to import Vexorian's dummy.mdx file from               @@//
//@@               this map, or another, and change "Dummy" unit's model to this one. Then, of course, you               @@//
//@@               need to import the triggers, which are in the categories "The Spell" and                              @@//
//@@               "Required Systems". Then you're free to change any of the given global constants to suit              @@//
//@@               your needs.                                                                                           @@//
//@@                                                                                                                     @@//
//@@               ¤ Credits to:                                                                                         @@//
//@@                 * Vexorian, for the dummy.mdx file                                                                  @@//
//@@                 * Jesus4Lyf, for KeyTimers 2                                                                        @@//
//@@                 * TriggerHappy187, for TimedHandles (kinngkingyyk3 changed some stuff though)                       @@//
//@@                                                                                                                     @@//
//@@               Also, many thanks to all of the many helpfull people at TheHelper.net who has helped get              @@//
//@@               this spell working! (kingkingyyk3 and WolfieNoCT especially <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite8" alt=":D" title="Big Grin    :D" loading="lazy" data-shortname=":D" />)                                       @@//
//@@                                                                                                                     @@//
//@@                                                                                                                     @@//
//@@               Note: This is my very first fully working, and quite good, spell made completely in JASS.             @@//
//@@               So much feedback, and suggestions are very much welcome, and maybe some tips to make it               @@//
//@@               even better would be nice <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite8" alt=":D" title="Big Grin    :D" loading="lazy" data-shortname=":D" />                                                                          @@//
//@@                                                                                                                     @@//
//*************************************************************************************************************************//
/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
 
globals

    // Effects! Change as you&#039;d like <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite2" alt=";)" title="Wink    ;)" loading="lazy" data-shortname=";)" />\\
    
    private constant string EFFECT_C = &quot;Abilities\\Spells\\Demon\\DarkPortal\\DarkPortalTarget.mdl&quot;                // Effect on the caster!
    private constant string EFFECT_1 = &quot;Abilities\\Spells\\Human\\MarkOfChaos\\MarkOfChaosTarget.mdl&quot;              // Effect 200 range from the caster!
    private constant string EFFECT_2 = &quot;Abilities\\Spells\\Orc\\WarStomp\\WarStompCaster.mdl&quot;                      // Effect at the end!
    private constant string DUMMY_EFFECT = &quot;Abilities\\Weapons\\DemolisherFireMissile\\DemolisherFireMissile.mdl&quot;  // Effect on the moving dummy!
    
    // ID&#039;s! Change to the ID&#039;s on your map <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite8" alt=":D" title="Big Grin    :D" loading="lazy" data-shortname=":D" />\\
    
    private constant integer SPELL_ID = &#039;0000&#039;          // ID of the spell!
    private constant integer DUMMY_ID = &#039;h000&#039;          // ID of the dummy unit!
    private constant integer LOCUST = &#039;Aloc&#039;            // ID of the &quot;Locust&quot; ability! (Might not need changing)
    private constant integer BUFF_ID = &#039;BTLF&#039;           // ID of the expiration buff on the dummy!
    
    // Other constant integers! Change at will <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite7" alt=":p" title="Stick Out Tongue    :p" loading="lazy" data-shortname=":p" />\\
    
    private constant integer DAMAGE_FACTOR = 1
    private constant real RANGE_FACTOR = 15
    private constant integer ANGLES = 17                   // The number of agles the effects will show at! (360/ANGLES)
    private constant attacktype ATTACK_TYPE = ATTACK_TYPE_NORMAL  // Explains itself i think XD
    private constant damagetype DAMAGE_TYPE = DAMAGE_TYPE_NORMAL  //  Same here <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite7" alt=":p" title="Stick Out Tongue    :p" loading="lazy" data-shortname=":p" />
endglobals

globals
        
    // Globals! Simply DON&#039;T CHANGE!\\
    private integer TempStructIndex

endglobals
    
private struct Data
    unit array du [ANGLES]
    unit cs
    real array pointx [ANGLES]
    real array pointy [ANGLES]
    boolean b
    player p
    group g
    integer lvl
    
    static method create takes unit u returns Data
        local Data a = Data.allocate()
        set a.cs = u
        set a.b = false
        set a.p = GetOwningPlayer(u)
        set a.g = CreateGroup()
        set a.lvl = GetUnitAbilityLevel(a.cs,SPELL_ID)
        return a
    endmethod
    
endstruct

        // Some more configurables that needed the struct!\\

    // Damage functions!\\

private function Damage_Small takes nothing returns integer
    return DAMAGE_FACTOR * 10
endfunction

private function Damage_Medium takes integer lv returns integer
    return 50 + lv * DAMAGE_FACTOR * 50
endfunction

private function Damage_High takes integer lv returns integer
    return lv * DAMAGE_FACTOR * 100
endfunction

    // Range functions!\\

private function Range_Small takes nothing returns real
    return RANGE_FACTOR * 5
endfunction

private function Range_Medium takes nothing returns real
    return RANGE_FACTOR * 10
endfunction

private function Range_High takes nothing returns real
    return RANGE_FACTOR * RANGE_FACTOR
endfunction

        // End of Configuration!\\

private function Spell_Check takes nothing returns boolean
    return GetSpellAbilityId() == SPELL_ID
endfunction

private function GroupEm takes nothing returns boolean
    local Data a = TempStructIndex
    return GetWidgetLife(GetFilterUnit()) &gt; 0.405 and IsUnitEnemy(GetFilterUnit(), a.p) and IsUnitType(GetFilterUnit(), UNIT_TYPE_MAGIC_IMMUNE) == false and IsUnitInGroup(GetFilterUnit(),a.g) == false
endfunction

private function Smaller_GroupEm takes nothing returns boolean
    local Data a = TempStructIndex
    return GetWidgetLife(GetFilterUnit()) &gt; 0.405 and IsUnitEnemy(GetFilterUnit(), a.p) and IsUnitType(GetFilterUnit(), UNIT_TYPE_MAGIC_IMMUNE) == false
endfunction

private function Callback takes nothing returns nothing
    local Data a = EAE_GetData()
    local integer i = 0
    loop
    exitwhen i ==16
        call DestroyEffect(AddSpecialEffect(EFFECT_2,GetUnitX(a.du<i>),GetUnitY(a.du<i>)))
        call RemoveUnit(a.du<i>)
        set i = i+1
    endloop
endfunction

private function Move_Dummy takes nothing returns boolean
    local Data a = KT_GetData()
    local real xd
    local real yd
    local integer i = 0
    local unit temp
    local group g
    loop
        exitwhen i==16
        set g = CreateGroup()
        set xd = GetUnitX(a.du<i>)
        set yd = GetUnitY(a.du<i>)
        set a.pointx<i> = xd+10*Cos(I2R(i*(360/(ANGLES-1)))*bj_DEGTORAD)
        set a.pointy<i> = yd+10*Sin(I2R(i*(360/(ANGLES-1)))*bj_DEGTORAD)
        set TempStructIndex = a
        call GroupEnumUnitsInRange(g, a.pointx<i>, a.pointy<i>, Range_Small(), Condition(function Smaller_GroupEm))
        loop
            set temp = FirstOfGroup(g)
        exitwhen temp == null
            call UnitDamageTarget(a.cs, temp, Damage_Small(), true, false, ATTACK_TYPE, DAMAGE_TYPE, null)
            call GroupAddUnit(a.g,temp)
            call GroupRemoveUnit(g,temp)
        endloop
        call DestroyGroup(g)
        call SetUnitX(a.du<i>,a.pointx<i>)
        call SetUnitY(a.du<i>,a.pointy<i>)
        set i = i+1
    endloop
    set temp = null
    set g = null
    return a.b
endfunction

private function Effects takes nothing returns nothing
    local Data a = Data.create(GetTriggerUnit())
    local real xu = GetUnitX(a.cs)
    local real yu = GetUnitY(a.cs)
    local integer i = 0
    local group g
    local unit temp
    call DestroyEffect(AddSpecialEffect(EFFECT_C,xu,yu))
    loop
        exitwhen i&gt;=16
        set g = CreateGroup()
        set a.pointx<i> = xu+200*Cos(I2R(i*(360/(ANGLES-1)))*bj_DEGTORAD)
        set a.pointy<i> = yu+200*Sin(I2R(i*(360/(ANGLES-1)))*bj_DEGTORAD)
        call DestroyEffect(AddSpecialEffect(EFFECT_1,a.pointx<i>,a.pointy<i>))
        set TempStructIndex = a
        call GroupEnumUnitsInRange(g, a.pointx<i>, a.pointy<i>,Range_Medium(), Condition(function GroupEm))
        loop
            set temp = FirstOfGroup(g)
            exitwhen temp == null
            call UnitDamageTarget(a.cs, temp, Damage_Medium(a.lvl), true, false, ATTACK_TYPE, DAMAGE_TYPE, null)
            call GroupAddUnit(a.g,temp)
            call GroupRemoveUnit(g,temp)
        endloop
        call DestroyGroup(g)
        set a.du<i> = CreateUnit(a.p,DUMMY_ID,xu,yu,bj_RADTODEG*Atan2(a.pointy<i>-yu,a.pointx<i>-xu))
        call UnitAddAbility(a.du<i>,LOCUST)
        call EAE_Add(AddSpecialEffectTarget(DUMMY_EFFECT,a.du<i>,&quot;origin&quot;),2.5,null,0)
        set i = i+1
    endloop
    call EAE_Add(null, 2.5, function Callback, a)
    call KT_Add(function Move_Dummy,a,.05)
    set temp = null
    set g = null
    call TriggerSleepAction(2.5)
    set a.b = true
    call GroupClear(a.g)
    call DestroyGroup(a.g)
    set temp = null
    call a.destroy()
endfunction

private function init takes nothing returns nothing
    local trigger t=CreateTrigger()
    call TriggerRegisterAnyUnitEventBJ(t, EVENT_PLAYER_UNIT_SPELL_EFFECT)
    call TriggerAddCondition(t,Condition(function Spell_Check))
    call TriggerAddAction(t,function Effects)
endfunction
endscope
</i></i></i></i></i></i></i></i></i></i></i></i></i></i></i></i></i></i></i></i></i></i></i></i>


The library for your spell.
JASS:
library EAE requires KT
    //A library designed for Burning Hell, By Komaqtion
    //by kingking
    //How to use?
    //function EAE_Add takes effect e, real duration, code callback, integer data
    //In order to access the data, Use EAE_GetData() to get the struct index in the callback function.
    
    globals
        private integer ReturnIndex
    endglobals
    
    private struct Data
        effect e
        integer data
        trigger callback
    endstruct
    
    private function Destroy takes nothing returns boolean
        local Data d = KT_GetData()
        if d.e != null then
            call DestroyEffect(d.e)
            set d.e = null
        endif
        if d.callback != null then
            set ReturnIndex = d.data
            call TriggerExecute(d.callback)
            call DestroyTrigger(d.callback)
            set d.callback = null
        endif
        call d.destroy()
        return true
    endfunction
    
    public function GetData takes nothing returns integer
        return ReturnIndex
    endfunction
    
    public function Add takes effect e, real duration, code callback, integer data returns nothing
        local Data d = Data.create()
        
        if e != null then
            set d.e = e
        endif
        
        if callback != null then
            set d.data = data
            set d.callback = CreateTrigger()
            call TriggerAddAction(d.callback, callback)
        endif
        
        if e != null or callback != null then
            call KT_Add(function Destroy, d, duration)
        endif
    endfunction
endlibrary
 

Komaqtion

You can change this now in User CP.
Reaction score
469
Thank you SOOOO MUCH kingking !!!! I can't thank you enough :D You've really helped me alot !! ;) :thup:

Here's the updated version now then :D

JASS:
scope Dummy initializer init
///////////////////////////////////////////////////////////////////////////////////////////////////////////////
//***********************************************************************************************************//
//@@////////////////////////////////////Burning Hell, Made By Komaqtion////////////////////////////////////@@//
//@@                                                                                                       @@//
//@@                                          How to import:                                               @@//
//@@                                                                                                       @@//
//@@        ¤ First copy the ability &quot;Burning Hell&quot; and the unit &quot;Dummy&quot; and change the ID&#039;s in the        @@//
//@@        constants below to the new ones. Then you need to import Vexorian&#039;s dummy.mdx file from        @@//
//@@        this map, or another, and change &quot;Dummy&quot; unit&#039;s model to this one. Then, of course, you        @@//
//@@        need to import the triggers, which are in the categories &quot;The Spell&quot; and                       @@//
//@@        &quot;Required Systems&quot;. Then you&#039;re free to change any of the given global constants to suit       @@//
//@@        your needs.                                                                                    @@//
//@@                                                                                                       @@//
//@@                                           Requirements:                                               @@//
//@@        ¤ This spell, of course !                                                                      @@//
//@@        ¤ Key Timers 2, made by Jesus4Luf <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite8" alt=":D" title="Big Grin    :D" loading="lazy" data-shortname=":D" />                                                           @@//
//@@        ¤ The library made especially for this spell, EAE, made by kingkingyyk3!!!                     @@//
//@@        ¤ Vexorians, dummy.mdx !                                                                       @@//
//@@                                                                                                       @@//
//@@        ¤ Credits to:                                                                                  @@//
//@@          * Vexorian, for the dummy.mdx file                                                           @@//
//@@          * Jesus4Lyf, for KeyTimers 2                                                                 @@//
//@@          * TriggerHappy187, for TimedHandles (Even if this spell doesn&#039;t use it anymore XD)           @@//
//@@          * Kingkingyyk3, for his wonderfull help on this spell, and for making EAE !                  @@//
//@@                                                                                                       @@//
//@@          so, many thanks to all of the many helpfull people at TheHelper.net who has helped get       @@//
//@@          is spell working! (kingkingyyk3 and WolfieNoCT especially <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite8" alt=":D" title="Big Grin    :D" loading="lazy" data-shortname=":D" />)                                @@//
//@@                                                                                                       @@//
//@@                                                                                                       @@//
//@@        Note: This is my very first fully working, and quite good, spell made completely in JASS.      @@//
//@@        So much feedback, and suggestions are very much welcome, and maybe some tips to make it        @@//
//@@        even better would be nice <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite8" alt=":D" title="Big Grin    :D" loading="lazy" data-shortname=":D" />                                                                   @@//
//@@                                                                                                       @@//
//***********************************************************************************************************//
///////////////////////////////////////////////////////////////////////////////////////////////////////////////
 
globals

    // Effects! Change as you&#039;d like <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite2" alt=";)" title="Wink    ;)" loading="lazy" data-shortname=";)" />\\
    
    private constant string EFFECT_C = &quot;Abilities\\Spells\\Demon\\DarkPortal\\DarkPortalTarget.mdl&quot;                // Effect on the caster!
    private constant string EFFECT_1 = &quot;Abilities\\Spells\\Human\\MarkOfChaos\\MarkOfChaosTarget.mdl&quot;              // Effect 200 range from the caster!
    private constant string EFFECT_2 = &quot;Abilities\\Spells\\Orc\\WarStomp\\WarStompCaster.mdl&quot;                      // Effect at the end!
    private constant string DUMMY_EFFECT = &quot;Abilities\\Weapons\\DemolisherFireMissile\\DemolisherFireMissile.mdl&quot;  // Effect on the moving dummy!
    
    // ID&#039;s! Change to the ID&#039;s on your map <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite8" alt=":D" title="Big Grin    :D" loading="lazy" data-shortname=":D" />\\
    
    private constant integer SPELL_ID = &#039;0000&#039;          // ID of the spell!
    private constant integer DUMMY_ID = &#039;h000&#039;          // ID of the dummy unit!
    private constant integer LOCUST = &#039;Aloc&#039;            // ID of the &quot;Locust&quot; ability! (Might not need changing)
    private constant integer BUFF_ID = &#039;BTLF&#039;           // ID of the expiration buff on the dummy!
    
    // Other constant integers! Change at will <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite7" alt=":p" title="Stick Out Tongue    :p" loading="lazy" data-shortname=":p" />\\
    
    private constant integer DAMAGE_FACTOR = 1
    private constant real RANGE_FACTOR = 15
    private constant integer ANGLES = 17                   // The number of agles the effects will show at! (360/ANGLES)
    private constant attacktype ATTACK_TYPE = ATTACK_TYPE_NORMAL  // Explains itself i think XD
    private constant damagetype DAMAGE_TYPE = DAMAGE_TYPE_NORMAL  //  Same here <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite7" alt=":p" title="Stick Out Tongue    :p" loading="lazy" data-shortname=":p" />
endglobals

globals
        
    // Globals! Simply DON&#039;T CHANGE!\\
    private integer TempStructIndex

endglobals
    
private struct Data
    unit array du [ANGLES]
    unit cs
    real array pointx [ANGLES]
    real array pointy [ANGLES]
    boolean b
    player p
    group g
    integer lvl
    
    static method create takes unit u returns Data
        local Data a = Data.allocate()
        set a.cs = u
        set a.b = false
        set a.p = GetOwningPlayer(u)
        set a.g = CreateGroup()
        set a.lvl = GetUnitAbilityLevel(a.cs,SPELL_ID)
        return a
    endmethod
    
endstruct

        // Some more configurables that needed the struct!\\

    // Damage functions!\\

private function Damage_Small takes nothing returns integer
    return DAMAGE_FACTOR * 10
endfunction

private function Damage_Medium takes integer lv returns integer
    return 50 + lv * DAMAGE_FACTOR * 50
endfunction

private function Damage_High takes integer lv returns integer
    return lv * DAMAGE_FACTOR * 100
endfunction

    // Range functions!\\

private function Range_Small takes nothing returns real
    return RANGE_FACTOR * 5
endfunction

private function Range_Medium takes nothing returns real
    return RANGE_FACTOR * 10
endfunction

private function Range_High takes nothing returns real
    return RANGE_FACTOR * RANGE_FACTOR
endfunction

        // End of Configuration!\\

private function Spell_Check takes nothing returns boolean
    return GetSpellAbilityId() == SPELL_ID
endfunction

private function GroupEm takes nothing returns boolean
    local Data a = TempStructIndex
    return GetWidgetLife(GetFilterUnit()) &gt; 0.405 and IsUnitEnemy(GetFilterUnit(), a.p) and IsUnitType(GetFilterUnit(), UNIT_TYPE_MAGIC_IMMUNE) == false and IsUnitInGroup(GetFilterUnit(),a.g) == false
endfunction

private function Smaller_GroupEm takes nothing returns boolean
    local Data a = TempStructIndex
    return GetWidgetLife(GetFilterUnit()) &gt; 0.405 and IsUnitEnemy(GetFilterUnit(), a.p) and IsUnitType(GetFilterUnit(), UNIT_TYPE_MAGIC_IMMUNE) == false
endfunction

private function Callback takes nothing returns nothing
    local Data a = EAE_GetData()
    local integer i = 0
    local group g = CreateGroup()
    local unit temp
    loop
    exitwhen i ==16
        set a.pointx<i> = GetUnitX(a.du<i>)
        set a.pointy<i> = GetUnitY(a.du<i>)
        call DestroyEffect(AddSpecialEffect(EFFECT_2,a.pointx<i>,a.pointy<i>))
        call GroupEnumUnitsInRange(g, a.pointx<i>, a.pointy<i>, Range_High(), Condition(function Smaller_GroupEm))
        loop
            set temp = FirstOfGroup(g)
        exitwhen temp == null
            call UnitDamageTarget(a.cs, temp, Damage_High(a.lvl), true, false, ATTACK_TYPE, DAMAGE_TYPE, null)
            call GroupRemoveUnit(g,temp)
        endloop
        call RemoveUnit(a.du<i>)
        set i = i+1
    endloop
endfunction

private function Move_Dummy takes nothing returns boolean
    local Data a = KT_GetData()
    local real xd
    local real yd
    local integer i = 0
    local unit temp
    local group g
    loop
        exitwhen i==16
        set g = CreateGroup()
        set xd = GetUnitX(a.du<i>)
        set yd = GetUnitY(a.du<i>)
        set a.pointx<i> = xd+10*Cos(I2R(i*(360/(ANGLES-1)))*bj_DEGTORAD)
        set a.pointy<i> = yd+10*Sin(I2R(i*(360/(ANGLES-1)))*bj_DEGTORAD)
        set TempStructIndex = a
        call GroupEnumUnitsInRange(g, a.pointx<i>, a.pointy<i>, Range_Small(), Condition(function Smaller_GroupEm))
        loop
            set temp = FirstOfGroup(g)
        exitwhen temp == null
            call UnitDamageTarget(a.cs, temp, Damage_Small(), true, false, ATTACK_TYPE, DAMAGE_TYPE, null)
            call GroupAddUnit(a.g,temp)
            call GroupRemoveUnit(g,temp)
        endloop
        call DestroyGroup(g)
        call SetUnitX(a.du<i>,a.pointx<i>)
        call SetUnitY(a.du<i>,a.pointy<i>)
        set i = i+1
    endloop
    set temp = null
    set g = null
    return a.b
endfunction

private function Effects takes nothing returns nothing
    local Data a = Data.create(GetTriggerUnit())
    local real xu = GetUnitX(a.cs)
    local real yu = GetUnitY(a.cs)
    local integer i = 0
    local group g
    local unit temp
    call DestroyEffect(AddSpecialEffect(EFFECT_C,xu,yu))
    loop
        exitwhen i&gt;=16
        set g = CreateGroup()
        set a.pointx<i> = xu+200*Cos(I2R(i*(360/(ANGLES-1)))*bj_DEGTORAD)
        set a.pointy<i> = yu+200*Sin(I2R(i*(360/(ANGLES-1)))*bj_DEGTORAD)
        call DestroyEffect(AddSpecialEffect(EFFECT_1,a.pointx<i>,a.pointy<i>))
        set TempStructIndex = a
        call GroupEnumUnitsInRange(g, a.pointx<i>, a.pointy<i>,Range_Medium(), Condition(function GroupEm))
        loop
            set temp = FirstOfGroup(g)
            exitwhen temp == null
            call UnitDamageTarget(a.cs, temp, Damage_Medium(a.lvl), true, false, ATTACK_TYPE, DAMAGE_TYPE, null)
            call GroupAddUnit(a.g,temp)
            call GroupRemoveUnit(g,temp)
        endloop
        call DestroyGroup(g)
        set a.du<i> = CreateUnit(a.p,DUMMY_ID,xu,yu,bj_RADTODEG*Atan2(a.pointy<i>-yu,a.pointx<i>-xu))
        call UnitAddAbility(a.du<i>,LOCUST)
        call EAE_Add(AddSpecialEffectTarget(DUMMY_EFFECT,a.du<i>,&quot;origin&quot;),2.5,null,0)
        set i = i+1
    endloop
    call EAE_Add(null, 2.5, function Callback, a)
    call KT_Add(function Move_Dummy,a,.05)
    set temp = null
    set g = null
    call TriggerSleepAction(2.5)
    set a.b = true
    call GroupClear(a.g)
    call DestroyGroup(a.g)
    set temp = null
    call a.destroy()
endfunction

private function init takes nothing returns nothing
    local trigger t=CreateTrigger()
    call TriggerRegisterAnyUnitEventBJ(t, EVENT_PLAYER_UNIT_SPELL_EFFECT)
    call TriggerAddCondition(t,Condition(function Spell_Check))
    call TriggerAddAction(t,function Effects)
endfunction
endscope</i></i></i></i></i></i></i></i></i></i></i></i></i></i></i></i></i></i></i></i></i></i></i></i></i></i></i></i></i></i>


EDIT: I would believe it lags a little though :S

Mind taking a look ??
 

Rainther

I guess I should write something of value here...
Reaction score
61
Can't start the map :eek:

Well you loop in a loop periodicly, guess that's not appreciated by the computer. Creating 16 groups each 0.05 second for example :S

May I suggest to take all groups within for example 600 range, and then do GroupRemoveGroup(GetUnitsInRangeOfLocAll(400, Location(x,y)), your_group)

instead of taking from every group 16 times
 

Rainther

I guess I should write something of value here...
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61
May be because I only have version 1.21b or may be because of something else. Anyhow I think the lag depends on the fact I mentioned in previous post.
 
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