move part of ability not working, unsure why

afisakov

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I am working on adding an AOE hex to a tower-defense map. I based it off a triggered-hex another unit has in-game. So far I got the hex to work but cannot force the unit to resume moving again afterwards.
main ability:
JASS:
function Trig_hex_aoe_Conditions takes nothing returns boolean
  return (GetUnitTypeId(GetAttacker())=='o022') and GetUnitState(GetAttacker(),UNIT_STATE_MANA)>100.
endfunction

function hithexc takes nothing returns boolean
   return IsUnitEnemy(GetFilterUnit(),GetOwningPlayer(GetAttacker())) and GetUnitState(GetFilterUnit(),UNIT_STATE_LIFE)>0.405 and (GetUnitAbilityLevel(GetFilterUnit(), 'ACmi') < 1) and (GetUnitAbilityLevel(GetFilterUnit(), 'Bams') < 1)
endfunction

function forcemove2 takes unit u1 returns nothing
call TriggerSleepAction(0.2)
call DisplayTextToForce( GetPlayersAll(), "1" )
   set udg_TempPoint = GetRectCenter(udg_Regions[GetUnitUserData(u1)])
   call IssuePointOrderLoc( u1, "move", udg_TempPoint )
   call RemoveLocation(udg_TempPoint)
endfunction
function forcemove2s takes unit u1, integer i returns nothing
local integer tr
call DisplayTextToForce( GetPlayersAll(), "1" )
if IsUnitInGroup(u1, udg_Red) then
   set tr=1
   elseif IsUnitInGroup(u1, udg_Blue) then
   set tr=2
   elseif IsUnitInGroup(u1, udg_Teal) then
   set tr=3
   elseif IsUnitInGroup(u1, udg_Purple) then
   set tr=4
   endif
   call PolledWait(i+0.1)
   set udg_TempPoint = GetRectCenter(udg_SiegeRegions[tr])
   call IssuePointOrderLoc( u1, "attack", udg_TempPoint )
   call RemoveLocation(udg_TempPoint)
endfunction

function hexem takes nothing returns nothing
local unit u=GetEnumUnit()
local unit u2
if IsUnitType(u, UNIT_TYPE_SUMMONED) then
   call UnitDamageTargetBJ(GetAttacker(),u, ( 4000.* udg_abp[GetConvertedPlayerId(GetOwningPlayer(GetAttacker()))] ), ATTACK_TYPE_CHAOS, DAMAGE_TYPE_NORMAL )
else
   set u2=CreateUnit(GetOwningPlayer(GetAttacker()), 'n00C', GetUnitX(u),GetUnitY(u), 270.0)
   call UnitAddAbilityBJ( 'A02C', u2 )
   call SetUnitAbilityLevel(u2, 'A02C', udg_inthex)
   call IssueTargetOrderBJ( u2, "hex", u )
   call UnitApplyTimedLife(u2, 'BTLF', .5)
<b>   call DisplayTextToForce( GetPlayersAll(), &quot;0&quot; )
   if udg_Siege then
     call forcemove2s(u,udg_inthex)
   else
     call forcemove2(u)
   endif</b>
endif
set u=null
set u2=null
endfunction

function Trig_hex_aoe_Actions takes nothing returns nothing
local location tp1
local real hexl
local group tg
local integer pn=GetConvertedPlayerId(GetOwningPlayer(GetAttacker()))
local real cx
if (GetUnitAbilityLevel(GetTriggerUnit(), &#039;ACmi&#039;) &lt; 1) and (GetUnitAbilityLevel(GetTriggerUnit(), &#039;Bams&#039;) &lt; 1) then
   set hexl=6.*Pow(.95,udg_hlev)*udg_abp[pn]
   set udg_inthex=R2I(hexl+.5)
   set cx=200*udg_mypc[pn]
   set tp1=GetUnitLoc(GetTriggerUnit())
   set tg=GetUnitsInRangeOfLocMatching(cx,tp1,Condition(function hithexc))
   call ForGroup(tg,function hexem)
   call DestroyGroup(tg)
   call RemoveLocation (tp1)
   call SetUnitState(GetAttacker(), UNIT_STATE_MANA, GetUnitState(GetAttacker(),UNIT_STATE_MANA)-100*(2.-udg_mypc[pn]) )
endif
set tg=null
set tp1=null
endfunction

//===========================================================================
function InitTrig_hex_aoe takes nothing returns nothing
   set gg_trg_hex_aoe = CreateTrigger(  )
   call TriggerRegisterPlayerUnitEventSimple( gg_trg_hex_aoe, Player(11), EVENT_PLAYER_UNIT_ATTACKED )
   call TriggerAddCondition( gg_trg_hex_aoe, Condition( function Trig_hex_aoe_Conditions ) )
   call TriggerAddAction( gg_trg_hex_aoe, function Trig_hex_aoe_Actions )
endfunction

I tried to use the displaytexttoplayersall function to troubleshoot, but now got stuck. I cannot figure out why it displays "0" repeatedly (multiple units in area), but not the "1".

the ability it was based on, in which the move again function does work:
JASS:
function Trig_Hexing_Tower_2_Conditions takes nothing returns boolean
   if not( (GetUnitTypeId(GetAttacker())==&#039;o011&#039;) or(GetUnitTypeId(GetAttacker())==&#039;o012&#039;) or(GetUnitTypeId(GetAttacker())==&#039;o015&#039;) ) then
     return false
   endif
   if GetUnitStateSwap(UNIT_STATE_MANA, GetAttacker())&lt;100. then
     return false
  endif
  return true
endfunction

function forcemove takes unit u1 returns nothing
call TriggerSleepAction(0.2)
   set udg_TempPoint = GetRectCenter(udg_Regions[GetUnitUserData(u1)])
   call IssuePointOrderLoc( u1, &quot;move&quot;, udg_TempPoint )
   call RemoveLocation(udg_TempPoint)
endfunction
function forcemoves takes unit u1, integer i returns nothing
local integer tr
if IsUnitInGroup(u1, udg_Red) then
   set tr=1
   elseif IsUnitInGroup(u1, udg_Blue) then
   set tr=2
   elseif IsUnitInGroup(u1, udg_Teal) then
   set tr=3
   elseif IsUnitInGroup(u1, udg_Purple) then
   set tr=4
   endif
   call PolledWait(i+0.1)
   set udg_TempPoint = GetRectCenter(udg_SiegeRegions[tr])
   call IssuePointOrderLoc( u1, &quot;attack&quot;, udg_TempPoint )
   call RemoveLocation(udg_TempPoint)
endfunction

function Trig_Hexing_Tower_2_Actions takes nothing returns nothing
local unit u=GetTriggerUnit()
local unit u2
local real hexl
if (GetUnitAbilityLevel(u, &#039;BOhx&#039;) &lt; 1) and GetUnitUserData(GetAttacker())==0 then
if (GetUnitAbilityLevel(u, &#039;ACmi&#039;) &lt; 1) and (GetUnitAbilityLevel(u, &#039;Bams&#039;) &lt; 1) then
   if IsUnitType(u, UNIT_TYPE_SUMMONED) then
   call UnitDamageTargetBJ(GetAttacker(),u, ( 900.* udg_abp[GetConvertedPlayerId(GetOwningPlayer(GetAttacker()))] ), ATTACK_TYPE_CHAOS, DAMAGE_TYPE_NORMAL )
   else
   set u2=CreateUnit(GetOwningPlayer(GetAttacker()), &#039;n00C&#039;, GetUnitX(u),GetUnitY(u), 270.0)
   call UnitAddAbilityBJ( &#039;A02C&#039;, u2 )
   set hexl=10.*Pow(.95,udg_hlev)*udg_abp[GetConvertedPlayerId(GetOwningPlayer(GetAttacker()))]
   call SetUnitAbilityLevel(u2, &#039;A02C&#039;, R2I(hexl+.5))
   call IssueTargetOrderBJ( u2, &quot;hex&quot;, u )
   call UnitApplyTimedLife(u2, &#039;BTLF&#039;, .5)
   if udg_Siege then
     call forcemoves(u,R2I(hexl+.5))
   else
     call forcemove(u)
   endif
   endif
   call SetUnitState(GetAttacker(), UNIT_STATE_MANA, GetUnitState(GetAttacker(),UNIT_STATE_MANA)-100*(2.-udg_mypc[GetConvertedPlayerId(GetOwningPlayer(GetAttacker()))]) )
endif
endif
set u=null
set u2=null
endfunction

//===========================================================================
function InitTrig_Hexing_Tower_2 takes nothing returns nothing
  set gg_trg_Hexing_Tower_2 = CreateTrigger(  )
  call TriggerRegisterPlayerUnitEventSimple( gg_trg_Hexing_Tower_2, Player(11), EVENT_PLAYER_UNIT_ATTACKED )
  call TriggerAddCondition( gg_trg_Hexing_Tower_2, Condition( function Trig_Hexing_Tower_2_Conditions ) )
  call TriggerAddAction( gg_trg_Hexing_Tower_2, function Trig_Hexing_Tower_2_Actions )
endfunction
ps. udg_siege is a boolean, game does not give me a syntax error when saving in world editor, and once again the hex itself works, something goes wrong after the display "0" command and the display "1" command does not run.

Thanks in advance for the help
 
Last edited:

afisakov

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You use

JASS:


in a callback.
Thanks for the tip, unfortunately it only half-fixes my problem.
Removing the wait makes the game message appear properly, but the move still does not work.
I tested the change on the base ability trigger, and removing the wait there made it stop working. It seems I need the delay to get units to obey orders after they have been hexed, simultaneous orders fail.

Any ideas on a workaround? or why the triggersleepaction was ok in the base trigger?

p.s. I already tried using PolledWait and it created the same problem.
 

jonas

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Any ideas on a workaround?
Wait before the callback.

or why the triggersleepaction was ok in the base trigger?
Because it was not in a callback.

p.s. I already tried using PolledWait and it created the same problem.
Because it is a TriggerSleepAction.

Maybe you will understand better if you imagine the callback to be executed as a loop. Unit n+1 is only considered once unit n has been completely processed. So if you wait in the callback, then the waits would accumulate, which is certainly not what you want.


Oh, another thing. If you have to do something, then wait; or you have to wait repeatedly, you can use callback, wait, callback; or a timer and a global group/list of groups, where the callback of the timer runs the ForGroup.
 
Last edited:

afisakov

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Reaction score
37
Maybe you will understand better if you imagine the callback to be executed as a loop. Unit n+1 is only considered once unit n has been completely processed. So if you wait in the callback, then the waits would accumulate, which is certainly not what you want.


Oh, another thing. If you have to do something, then wait; or you have to wait repeatedly, you can use callback, wait, callback; or a timer and a global group/list of groups, where the callback of the timer runs the ForGroup.

Thank you!I had assumed that since the wait was in a different function it would not affect the callforgroup function. but thinking of it as 1 big loop really helped me visualize the problem. I rebuilt the trigger based on more transparent loops and finally got it to work :)
JASS:
function Trig_hex_aoe_Conditions takes nothing returns boolean
  return (GetUnitTypeId(GetAttacker())==&#039;o022&#039;) and GetUnitState(GetAttacker(),UNIT_STATE_MANA)&gt;100.
endfunction

function hithexc takes nothing returns boolean
   return IsUnitEnemy(GetFilterUnit(),GetOwningPlayer(GetAttacker())) and GetUnitState(GetFilterUnit(),UNIT_STATE_LIFE)&gt;0.405 and (GetUnitAbilityLevel(GetFilterUnit(), &#039;ACmi&#039;) &lt; 1) and (GetUnitAbilityLevel(GetFilterUnit(), &#039;Bams&#039;) &lt; 1)
endfunction

function Trig_hex_aoe_Actions takes nothing returns nothing
local location tp1
local real hexl
local group tg
local group tg2=CreateGroup()
local unit u
local unit u2
local integer pn=GetConvertedPlayerId(GetOwningPlayer(GetAttacker()))
local integer i
local real cx
if (GetUnitAbilityLevel(GetTriggerUnit(), &#039;ACmi&#039;) &lt; 1) and (GetUnitAbilityLevel(GetTriggerUnit(), &#039;Bams&#039;) &lt; 1) then
   set hexl=6.*Pow(.95,udg_hlev)*udg_abp[pn]
   if IsUnitType(GetTriggerUnit(), UNIT_TYPE_MECHANICAL) then
     set hexl=hexl*.7
   endif
   if udg_Siege then
     set hexl=hexl*.65
   endif
   if udg_Level==41 then
     set hexl=hexl*.6
   endif
   set udg_inthex=R2I(hexl+.5)
   set cx=240*udg_abp[pn]
   set tp1=GetUnitLoc(GetTriggerUnit())
   set tg=GetUnitsInRangeOfLocMatching(cx,tp1,Condition(function hithexc))
   call RemoveLocation (tp1)
   loop
     set u=FirstOfGroup(tg)
     exitwhen u==null
     call GroupRemoveUnit(tg, u)
     call GroupAddUnit(tg2, u)
     if IsUnitType(u, UNIT_TYPE_SUMMONED) then
       call UnitDamageTargetBJ(GetAttacker(),u, ( 4000.* udg_abp[GetConvertedPlayerId(GetOwningPlayer(GetAttacker()))] ), ATTACK_TYPE_CHAOS, DAMAGE_TYPE_NORMAL )
     else
       set u2=CreateUnit(GetOwningPlayer(GetAttacker()), &#039;n00C&#039;, GetUnitX(u),GetUnitY(u), 270.0)
       call UnitAddAbilityBJ( &#039;A02C&#039;, u2 )
       call SetUnitAbilityLevel(u2, &#039;A02C&#039;, udg_inthex)
       call IssueTargetOrderBJ( u2, &quot;hex&quot;, u )
       call UnitApplyTimedLife(u2, &#039;BTLF&#039;, .5)
     endif
     set u=null
   endloop
  
   if udg_Siege then
   call PolledWait(udg_inthex+0.1)
   loop
     set u=FirstOfGroup(tg2)
     exitwhen u==null
     call GroupRemoveUnit(tg2, u)
     if IsUnitInGroup(u, udg_Red) then
     set i=1
     elseif IsUnitInGroup(u, udg_Blue) then
     set i=2
     elseif IsUnitInGroup(u, udg_Teal) then
     set i=3
     elseif IsUnitInGroup(u, udg_Purple) then
     set i=4
     endif
     set udg_TempPoint = GetRectCenter(udg_SiegeRegions<i>)
     call IssuePointOrderLoc( u, &quot;attack&quot;, udg_TempPoint )
     call RemoveLocation(udg_TempPoint)
     set u=null
   endloop
   else
   call PolledWait(0.2)
   loop
     set u=FirstOfGroup(tg2)
     exitwhen u==null
     call GroupRemoveUnit(tg2, u)
     set udg_TempPoint = GetRectCenter(udg_Regions[GetUnitUserData(u)])
     call IssuePointOrderLoc( u, &quot;move&quot;, udg_TempPoint )
     call RemoveLocation(udg_TempPoint)   
     set u=null
   endloop
   endif
   
   call DestroyGroup(tg)
   call DestroyGroup(tg2)
   call SetUnitState(GetAttacker(), UNIT_STATE_MANA, GetUnitState(GetAttacker(),UNIT_STATE_MANA)-100*(2.-udg_mypc[pn]) )
endif
set tg=null
set tg2=null
set tp1=null
set u2=null
endfunction

//===========================================================================
function InitTrig_hex_aoe takes nothing returns nothing
   set gg_trg_hex_aoe = CreateTrigger(  )
   call TriggerRegisterPlayerUnitEventSimple( gg_trg_hex_aoe, Player(11), EVENT_PLAYER_UNIT_ATTACKED )
   call TriggerAddCondition( gg_trg_hex_aoe, Condition( function Trig_hex_aoe_Conditions ) )
   call TriggerAddAction( gg_trg_hex_aoe, function Trig_hex_aoe_Actions )
endfunction
</i>
Posted the fixed version just in case someone was interested.
 
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