CSCache not storing local unit... i guess

hoeyad

New Member
Reaction score
3
This spell is supposed to create a boomerang and send it in a outward spiral around the caster. The boomerang gets made but does not move. I put in game messages and floating text to help debug, and they work fine (it says "running" for several seconds and then "the end", and the floating text does not pop up above the boomerang, it pops up at 0,0 on the map), so it seems like it is just not saving the local variable boom. This is the second time i have used this CSCache system by Vexorian, and the first time it was fine.

So the problem is that the boomerang does not move, and also it does not go away once the loop ends (when "the end" pops up). I think it is because the local variable boom is not set or stored to the cache correctly.

Here's where I think the problem is:
JASS:
function Boomerang_Effects takes nothing returns nothing
    local timer t = GetExpiredTimer()
    local string s = GetAttachmentTable(t)
    local trigger trig
    local string strig
    local unit caster = GetTableUnit(s,"caster")
    local unit boom = GetTableUnit(s,"boom")
    local real boomloop = GetTableReal(s,"boomloop")
    
    call CreateTextTagUnitBJ( "Boomerang", boom, 0, 10, 100, 100, 100, 0 )
    call DisplayTimedTextToForce( GetPlayersAll(), 1.00, "running" )
    call SetUnitPosition(boom, (GetLocationX(GetUnitLoc(caster))+(50+(7.5*(boomloop)))*Cos((8 * (boomloop))*bj_DEGTORAD)),(GetLocationY(GetUnitLoc(caster))+(50+(7.5*(boomloop)))*Sin((8 * (boomloop))*bj_DEGTORAD)))
    set boomloop = boomloop + 1
    
    if boomloop>=200 or GetUnitState(caster,UNIT_STATE_LIFE)<=0 then
        call DisplayTimedTextToForce( GetPlayersAll(), 30.00, "the end" )
        call RemoveUnit(boom)
        set trig = GetTableTrigger(s,"trig")
        set strig = GetAttachmentTable(trig)
        call TriggerRemoveAction(trig,GetTableTriggerAction(strig,"ta"))
        call ClearTable(strig)
        call DestroyTrigger(trig)
        set trig = null
        call ClearTable(s)
        call PauseTimer(t)
        call DestroyTimer(t)
    else
        call SetTableReal(s,"boomloop",boomloop)
    endif
    
    set caster = null
    set boom = null
endfunction
    
function Trig_Boomerang_Actions takes nothing returns nothing
    local unit caster = GetTriggerUnit()
    local real x = GetUnitX(caster)
    local real y = GetUnitY(caster)
    local location boomloc = Location(x + 50, y)
    local trigger trig = CreateTrigger()
    local string strig = GetAttachmentTable(trig)
    local timer t = CreateTimer()
    local string s = GetAttachmentTable(t)
    local unit boom
    
    call CreateUnitAtLoc(GetOwningPlayer(GetTriggerUnit()), 'u001', boomloc, bj_UNIT_FACING)
    set boom = bj_lastCreatedUnit
    
    call TriggerRegisterUnitInRange(trig,boom,150,null)
    call TriggerAddCondition(trig, Condition(function Boomerang_Dam_Cond))
    call SetTableObject(strig,"ta", TriggerAddAction(trig, function Boomerang_Dam))
    call SetTableObject(strig,"boom",boom)
    
    call SetTableReal(s,"boomloop",1)
    call SetTableObject(s,"caster",caster)    
    call SetTableObject(s,"boom",boom)
    call SetTableObject(s,"trig",trig)
    call TimerStart(t,.03,true,function Boomerang_Effects)
    
    set caster = null
    call RemoveLocation(boomloc)
    set boomloc = null
    set trig = null
endfunction


And here's the whole trigger

JASS:
function Trig_Boomerang_Conditions takes nothing returns boolean
    return GetSpellAbilityId() == 'A00G'
endfunction
          
function Boomerang_Dam_Cond takes nothing returns boolean
    local string s = GetAttachmentTable(GetTriggeringTrigger())
    return IsUnitEnemy(GetFilterUnit(),GetOwningPlayer(GetTableUnit(s,"boom")))==true and GetUnitState(GetFilterUnit(),UNIT_STATE_LIFE)>0
endfunction

function Boomerang_Dam takes nothing returns nothing
    local string s = GetAttachmentTable(GetTriggeringTrigger())
    local unit boom = GetTableUnit(s,"boom")
    local unit enemy = GetTriggerUnit()
    local real dam = 150
    
    call UnitDamageTarget(boom,enemy,dam,false,false,ATTACK_TYPE_NORMAL,DAMAGE_TYPE_NORMAL,null)
    call DestroyEffect(AddSpecialEffectTarget("Objects\\Spawnmodels\\Human\\HumanBlood\\BloodElfSpellThiefBlood.mdl",enemy,"overhead"))

    set boom = null
    set enemy = null
endfunction
    
function Boomerang_Effects takes nothing returns nothing
    local timer t = GetExpiredTimer()
    local string s = GetAttachmentTable(t)
    local trigger trig
    local string strig
    local unit caster = GetTableUnit(s,"caster")
    local unit boom = GetTableUnit(s,"boom")
    local real boomloop = GetTableReal(s,"boomloop")
    
    call CreateTextTagUnitBJ( "Boomerang", boom, 0, 10, 100, 100, 100, 0 )
    call DisplayTimedTextToForce( GetPlayersAll(), 1.00, "running" )
    call SetUnitPosition(boom, (GetLocationX(GetUnitLoc(caster))+(50+(7.5*(boomloop)))*Cos((8 * (boomloop))*bj_DEGTORAD)),(GetLocationY(GetUnitLoc(caster))+(50+(7.5*(boomloop)))*Sin((8 * (boomloop))*bj_DEGTORAD)))
    set boomloop = boomloop + 1
    
    if boomloop>=200 or GetUnitState(caster,UNIT_STATE_LIFE)<=0 then
        call DisplayTimedTextToForce( GetPlayersAll(), 30.00, "the end" )
        call RemoveUnit(boom)
        set trig = GetTableTrigger(s,"trig")
        set strig = GetAttachmentTable(trig)
        call TriggerRemoveAction(trig,GetTableTriggerAction(strig,"ta"))
        call ClearTable(strig)
        call DestroyTrigger(trig)
        set trig = null
                call ClearTable(s)
        call PauseTimer(t)
        call DestroyTimer(t)
    else
        call SetTableReal(s,"boomloop",boomloop)
    endif
    
    set caster = null
    set boom = null
endfunction
    
function Trig_Boomerang_Actions takes nothing returns nothing
    local unit caster = GetTriggerUnit()
    local real x = GetUnitX(caster)
    local real y = GetUnitY(caster)
    local location boomloc = Location(x + 50, y)
    local trigger trig = CreateTrigger()
    local string strig = GetAttachmentTable(trig)
    local timer t = CreateTimer()
    local string s = GetAttachmentTable(t)
    local unit boom
    
    call CreateUnitAtLoc(GetOwningPlayer(GetTriggerUnit()), 'u001', boomloc, bj_UNIT_FACING)
    set boom = bj_lastCreatedUnit
    
    call TriggerRegisterUnitInRange(trig,boom,150,null)
    call TriggerAddCondition(trig, Condition(function Boomerang_Dam_Cond))
    call SetTableObject(strig,"ta", TriggerAddAction(trig, function Boomerang_Dam))
    call SetTableObject(strig,"boom",boom)
    
    call SetTableReal(s,"boomloop",1)
    call SetTableObject(s,"caster",caster)    
    call SetTableObject(s,"boom",boom)
    call SetTableObject(s,"trig",trig)
    call TimerStart(t,.03,true,function Boomerang_Effects)
    
    set caster = null
    call RemoveLocation(boomloc)
    set boomloc = null
    set trig = null
endfunction


//===========================================================================
function InitTrig_Boomerang takes nothing returns nothing
    set gg_trg_Boomerang = CreateTrigger(  )
    call TriggerRegisterAnyUnitEventBJ( gg_trg_Boomerang, EVENT_PLAYER_UNIT_SPELL_EFFECT )
    call TriggerAddCondition( gg_trg_Boomerang, Condition( function Trig_Boomerang_Conditions ) )
    call TriggerAddAction( gg_trg_Boomerang, function Trig_Boomerang_Actions )
    call Preload("Objects\\Spawnmodels\\Human\\HumanBlood\\BloodElfSpellThiefBlood.mdl")
endfunction



This is taken and adapted from Emjlr3's dash spell tutorial, btw

If there is other crap that I did inefficiently feel free to let me know :)
Thanks for the help.
 

emjlr3

Change can be a good thing
Reaction score
395
a few thoughts

  • use a timer stack
  • use JNGP if you can, then you don't need GC at all
  • you can create and store you unit at the same time
  • use trigger condition only, they do not leak, and you can do all your actions in it alone
  • your leaking two locs everytime you update the position of your boom

the method in that tutorial is still fairly sound, but new advents have made it possible to improve upon the GC and timer useage

you should check it out
 
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