Loop problem - Healing-weaks spell

RedSword

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Hello,

I've been trying to get this spell working but the problem is that it does only trigger once completly (few low-hp units get healed), and I passed a long time trying to find out what's the problem but can't find it...

Basicly this spell takes the weakest allied units near the guy with the buff and heal them. Here's my code.

Trigger:
  • Soothing Auragroupevar
    • Events
      • Time - Every 4.00 seconds of game time
    • Conditions
    • Actions
      • Player Group - Pick every player in (All players) and do (Actions)
        • Loop - Actions
          • Set Temp_Group_Soother = (Units owned by (Picked player) matching (((Matching unit) has buff Soothing Aura ) Equal to True))
          • Unit Group - Pick every unit in Temp_Group_Soother and do (Actions)
            • Loop - Actions
              • Set Temp_Spell_Level = (Level of Soothing Aura for (Picked unit))
              • Set Temp_Point = (Position of (Picked unit))
              • Set Temp_Group = (Units within 500.00 of Temp_Point matching ((((Owner of (Matching unit)) is an ally of (Picked player)) Equal to True) and (((Matching unit) is A structure) Equal to False)))
              • Custom script: call RemoveLocation(udg_Temp_Point)
              • Unit Group - Remove (Picked unit) from Temp_Group
              • For each (Integer A) from 1 to (Temp_Spell_Level + 2), do (Actions)
                • Loop - Actions
                  • Set Temp_Real = 100.00
                  • Unit Group - Pick every unit in Temp_Group and do (Actions)
                    • Loop - Actions
                      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                        • If - Conditions
                          • (Percentage life of (Picked unit)) Less than Temp_Real
                        • Then - Actions
                          • Set Temp_Real = (Percentage life of (Picked unit))
                          • Set Temp_Unit_LowestHP = (Picked unit)
                        • Else - Actions
                          • Do nothing
                  • Unit Group - Remove Temp_Unit_LowestHP from Temp_Group
                  • Unit Group - Add Temp_Unit_LowestHP to Temp_Group_ToHeal
              • Custom script: call DestroyGroup(udg_Temp_Group)
              • Unit Group - Pick every unit in Temp_Group_ToHeal and do (Actions)
                • Loop - Actions
                  • Unit - Set life of (Picked unit) to ((Percentage life of (Picked unit)) + ((Real(Temp_Spell_Level)) + 2.00))%
                  • Set Temp_Point = (Position of (Picked unit))
                  • Special Effect - Create a special effect at Temp_Point using Abilities\Spells\Human\Heal\HealTarget.mdl
                  • Wait for (Last played sound) to be 0.00 seconds from finished playing
                  • Special Effect - Destroy (Last created special effect)
                  • Custom script: call RemoveLocation(udg_Temp_Point)
              • Custom script: call DestroyGroup(udg_Temp_Group_ToHeal)
          • Custom script: call DestroyGroup(udg_Temp_Group_Soother)


Big thx to whoever help me. Red.
 

IAmSoDoomed

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if you just want to get the weakest unit and heal it why do you make such a big and complicated trigger..?
 

Ayanami

칼리
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Trigger:
  • Unit Group - Remove (Picked unit) from Temp_Group


I have no idea what's this line for.

Trigger:
  • For each (Integer A) from 1 to (Temp_Spell_Level + 2), do (Actions)
    • Loop - Actions
      • Set Temp_Real = 100.00
      • Unit Group - Pick every unit in Temp_Group and do (Actions)
        • Loop - Actions
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • (Percentage life of (Picked unit)) Less than Temp_Real
            • Then - Actions
              • Set Temp_Real = (Percentage life of (Picked unit))
              • Set Temp_Unit_LowestHP = (Picked unit)
            • Else - Actions
              • Do nothing


When you do the looping part, you're just re-using 1 variable, therefore you will in the end, only have 1 value for Temp_Real and Temp_Unit. I suggest you use Arrays.

Next time, will appreciate if you use WC3 for codes =)
 

RedSword

New Member
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4
Trigger:
  • Unit Group - Remove (Picked unit) from Temp_Group


I have no idea what's this line for.

>So the hero with the ability doesn't receive healing.

Trigger:
  • For each (Integer A) from 1 to (Temp_Spell_Level + 2), do (Actions)
    • Loop - Actions
      • Set Temp_Real = 100.00
      • Unit Group - Pick every unit in Temp_Group and do (Actions)
        • Loop - Actions
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • (Percentage life of (Picked unit)) Less than Temp_Real
            • Then - Actions
              • Set Temp_Real = (Percentage life of (Picked unit))
              • Set Temp_Unit_LowestHP = (Picked unit)
            • Else - Actions
              • Do nothing


When you do the looping part, you're just re-using 1 variable, therefore you will in the end, only have 1 value for Temp_Real and Temp_Unit. I suggest you use Arrays.

>... Interesting point, but if arrays where the solution I think it wouldn't even work the first time... but it works for me (few units get healed but ONCE only :/) plus i'm setting value of Temp_Real after and before...

Next time, will appreciate if you use WC3 for codes =)

>Didn't see the change in this forum; thx for the information.
 

Ayanami

칼리
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288
Hmm, well I'm wondering, what's this line for?

Trigger:
  • Wait for (Last played sound) to be 0.00 seconds from finished playing
 

RedSword

New Member
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Hmm, well I'm wondering, what's this line for?

Trigger:
  • Wait for (Last played sound) to be 0.00 seconds from finished playing

Because it's a way to make FX show up. You need a fake-wait so the heal FX is fully show.

Me said:
>... Interesting point, but if arrays where the solution I think it wouldn't even work the first time... but it works for me (few units get healed but ONCE only :/) plus i'm setting value of Temp_Real after and before...
 

dragonhord

Knowledge is true opinion. - Plato
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82
But why would you need more than the birth animation for the heal 0.o?
 

RedSword

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But why would you need more than the birth animation for the heal 0.o?

?!?!? (birth animation ?!?)

I'm healing via triggers. No dummy casting or anything. Since i'm healing via trigger, I've to add an animation (FX) if I want that players know which unit is being healed...
 

dragonhord

Knowledge is true opinion. - Plato
Reaction score
82
I know that lol... If you create a special effect via triggers and eliminate it right after creating it it's birth effect still goes off... So you still see the effect created... It just doesn't die... so to speak... So you don't really need the wait, if I understood what you were saying previously..
 

Ayanami

칼리
Reaction score
288
Try remove the wait and see what happens.

BTW, the skill is an aura that applies to yourself right? Meaning only you yourself will have the buff right?
 

RedSword

New Member
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The spell does apply to any heroes that have the skill (not a real aura but affect near-allies). If I do remove the wait, no FX are showed & the non-repeating problem is still.

Glenphir, would you like a demo map ? If so I just added one at the bottom of this post (attached file)

EDIT :

Glenphir, I tryed with the use of arrays as you told me but the problem still persist. Here's my code with arrays :

Trigger:
  • Soothing Aura ARRAY
    • Events
      • Time - Every 4.00 seconds of game time
    • Conditions
    • Actions
      • Player Group - Pick every player in (All players) and do (Actions)
        • Loop - Actions
          • Set Temp_Group_Soother = (Units owned by (Picked player) matching (((Matching unit) has buff Soothing Aura ) Equal to True))
          • Unit Group - Pick every unit in Temp_Group_Soother and do (Actions)
            • Loop - Actions
              • Set Temp_Spell_Level = (Level of Soothing Aura for (Picked unit))
              • Set Temp_Point = (Position of (Picked unit))
              • Set Temp_Group = (Units within 500.00 of Temp_Point matching ((((Owner of (Matching unit)) is an ally of (Picked player)) Equal to True) and (((Matching unit) is A structure) Equal to False)))
              • Custom script: call RemoveLocation(udg_Temp_Point)
              • Unit Group - Remove (Picked unit) from Temp_Group
              • For each (Integer A) from 1 to (Temp_Spell_Level + 2), do (Actions)
                • Loop - Actions
                  • Set Temp_Real_Arrays[((Integer A) - 1)] = 100.00
                  • Unit Group - Pick every unit in Temp_Group and do (Actions)
                    • Loop - Actions
                      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                        • If - Conditions
                          • (Percentage life of (Picked unit)) Less than Temp_Real_Arrays[((Integer A) - 1)]
                        • Then - Actions
                          • Set Temp_Real_Arrays[((Integer A) - 1)] = (Percentage life of (Picked unit))
                          • Set Temp_Unit_LowestHP_Arrays[((Integer A) - 1)] = (Picked unit)
                        • Else - Actions
                          • Do nothing
                  • Unit Group - Remove Temp_Unit_LowestHP_Arrays[((Integer A) - 1)] from Temp_Group
                  • Unit Group - Add Temp_Unit_LowestHP_Arrays[((Integer A) - 1)] to Temp_Group_ToHeal
              • Custom script: call DestroyGroup(udg_Temp_Group)
              • Unit Group - Pick every unit in Temp_Group_ToHeal and do (Actions)
                • Loop - Actions
                  • Unit - Set life of (Picked unit) to ((Percentage life of (Picked unit)) + ((Real(Temp_Spell_Level)) + 2.00))%
                  • Set Temp_Point = (Position of (Picked unit))
                  • Special Effect - Create a special effect at Temp_Point using Abilities\Spells\Human\Heal\HealTarget.mdl
                  • Wait for (Last played sound) to be 0.00 seconds from finished playing
                  • Special Effect - Destroy (Last created special effect)
                  • Custom script: call RemoveLocation(udg_Temp_Point)
              • Custom script: call DestroyGroup(udg_Temp_Group_ToHeal)
          • Custom script: call DestroyGroup(udg_Temp_Group_Soother)


This attached file has a trigger with arrays and one without; and both does the same things...... :/
 

Attachments

  • [Spells]Soothing waves-aura.w3x
    26.4 KB · Views: 172
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