need a lot of structs for 1 timer.

Grundy

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i just got an idea for a spel but i need to "slide" a number of summoned units, the number of units will be different on ever cast, each unit needs a like...
JASS:
struct SomeStruct
  unit uSummonedUnit
  real rTargetX
  real rTargetY
  real rAngle
  real rFlyHeight
end struct


in the spell, some units are spawned at random spots around the caster and at random heights, after a certain amount of time all of those units move in a direction and fall towards the ground.

heres my problem... i have no idea how many units will be summoned, it is based on different variables, each time it is cast a different number will be summoned based on things the casting unit has done.

i want to use a timer to move the units but i can only attach up to 3 structs to a timer and i will need a lot more than that. is there a way to make / attach an array of structs?

i guess i could create a timer for each unit but i didnt want to have like 20 timers going off ever 0.04 seconds at the same time
 
I'm guessing you're using ABC?

Best solution would be to use the game cache to attach them.

call StoreInteger(cache, I2S(H2I(timer)), I2S(i), struct)
cache is a gamecache
timer is the timer your attaching it to
i is an index, unique for each struct
struct is your struct, obviously
 
there is also this option:

JASS:
struct Child
    unit uSummonedUnit
    real rTargetX
    //...
    //etc.
endstruct

struct Parent
    Child array [20]
endstruct


And just store the parent struct.
 
i just got an idea for a spel but i need to "slide" a number of summoned units


Looks to me units depend on the timer, and not otherwise.

Your current idea:

timer -> units -> struct.

An easier way to implement:

timer -> units and structs

You don't need anything else besides whatever you are using to attach things to the timer.

JASS:

globals
     constant integer SUMMONED_UNITS_LIMIT = 10 //what's the maximum number of summoned units on any level for the spell?
endglobals


struct thingAttachedToTimer

    integer n
    unit array summon [SUMMONED_UNITS_LIMIT]
    real array rTargetX[SUMMONED_UNITS_LIMIT]
    real array rTargetY[SUMMONED_UNITS_LIMIT]
    real array rAngle[SUMMONED_UNITS_LIMIT]
    real array rFlyHeight[SUMMONED_UNITS_LIMIT]
    

endstruct
        

function onTimerExpire takes timer t returns nothing
 local thingAttachedToTimer  f = whateverYouUse(t)
 local integer i=0
     loop
           exitwhen (i>=f.n)
           call process(f.summon<i>,f.rTargetX<i>, ... ,  rFlyHeight<i> )
           set i=i+1
     endloop

// ...
</i></i></i>
 
Actually Vex since units can have different height and position and thus different fall times using arrays for that would be too complicated.

TT is the way to go here. (it uses only one timer, remember?)
 
The answer is obviously to use a parent struct for delicious syntax!
 
Could just ignore units that have finished processing, moving them to the back of the array is optional this all is assuming the number of units is small, which should be true for any knockback spell that is not excessively imbalanced.
 
It's a system by cohadar. I think it's 'Timer Ticker' and it lets you put periodic actions in, with different periods, using only a single timer. I do like how you completely ignored what Vex and I are telling you, opting to go for the:

'USE THIS AND ALL YOUR DREAMS WILL COME TRUE!!!!!!!!!'

But hey, I can't compete with cohadar. He is just too sexy apparently.
 
i am not ignoring what you guys said. i understand what you guys said. i did not understand what he said. that is why the only question i asked was about what he said.
 
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