Snippet SetUnitZ

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SetUnitZ
TriggerHappy187

Why?

SetUnitFlyHeight native only sets the units flying height, not the height compared to the to terrain level. This fixes that.

This can be usefull for spells that use effects, where a dummy has a fixed height. Or even projectile systems.

Anyways, I needed this for my Object System, and after looking at this thread, I decided to make it.

Code

JASS:
//***************************************************************************
//*
//*  SetUnitZ - By TriggerHappy187
//*
//***************************************************************************
//*
//*  Installation
//*     * All you need to do is copy this script into your map and you can use
//*       the provided functions.
//*
//***************************************************************************
//*
//*   Requirements
//*     * This requires no external systems, all it requires is JassHelper.
//*
//***************************************************************************
//
//    Precautions
//      * If this function is used on a point with a terarin deformation
//        A desync may occur.
//
//***************************************************************************

library SetUnitZ
    
    globals
        private location heightFixer = Location(0,0)
    endglobals
    
    function SetUnitZ takes unit whichUnit, real height, real rate returns nothing
        if GetUnitFlyHeight(whichUnit) == 0 then
            if UnitAddAbility(whichUnit, 'Arav') then
                call UnitRemoveAbility(whichUnit, 'Arav')
            endif
        endif
        call MoveLocation(heightFixer, GetUnitX(whichUnit), GetUnitY(whichUnit))
        call SetUnitFlyHeight(whichUnit, height-GetLocationZ(heightFixer), rate)
    endfunction
    
    function GetUnitZ takes unit whichUnit returns real
        call MoveLocation(heightFixer, GetUnitX(whichUnit), GetUnitY(whichUnit))
        return GetUnitFlyHeight(whichUnit)-GetLocationZ(heightFixer)
    endfunction
    
    function GetCoordZ takes real x, real y returns real
        call MoveLocation(heightFixer, x, y)
        return GetLocationZ(heightFixer)
    endfunction
    
endlibrary
 
This is pretty good. :)

I already use this method in all kinds of systems I write, and wouldn't recommend people use this directly because it can be optimised (with its use of adding/removing crow form). But it's great for learning! :)

You could also add one of my favourites to this: GetZ(x,y)

You should note that this can cause desynchs when used with terrain effects, or shockwave or ... I think it's thunder clap, not warstomp. This is because the Z height of the terrain can fluctuate at slightly different rates for each player, as it is an animation, so it isn't moderated too carefully by WC3. :p

So do mention that in the documentation please. :)
 
Yep, those desync probably because different players can have different spell detail settings or something.

And I think this is good, because even if no one is going ton use it in this form, they at least learn how it is done.
 
I used this on a unit which had Crow Form as an ability. After That the ability was lost. Can you tell me why? :p
 
SetUnitFlyHeight native only sets the units flying height, not the height compared to the ground.

A unit's flying height is the height compared to the ground. Your functions return the height compared to terrain height = 0.


Good functions, although personally I would only add/rem crow form once per unit.
 
No need of that :
JASS:
if GetUnitAbilityLevel(whichUnit, 'Arav') <= 0 then
            call UnitAddAbility(whichUnit, 'Arav')
            call UnitRemoveAbility(whichUnit, 'Arav')
        endif


Just do that :

JASS:
if UnitAddAbility(whichUnit, 'Arav')
            call UnitRemoveAbility(whichUnit, 'Arav')
        endif


Also i don't think try to detect if the unit is "flyable" or not (in fact if she already had the crow ability) is a great idea.
You would need track all of theses units, and the best way which i see is using a group, but then you should care about ghost units (units which are removed of the game).

UnitAddAbility/UnitRemoveAbility should be enough fast.
 
No need of that :
JASS:

if GetUnitAbilityLevel(whichUnit, 'Arav') <= 0 then
            call UnitAddAbility(whichUnit, 'Arav')
            call UnitRemoveAbility(whichUnit, 'Arav')
        endif


Just do that :

JASS:

if UnitAddAbility(whichUnit, 'Arav')
            call UnitRemoveAbility(whichUnit, 'Arav')
        endif


Also i don't think try to detect if the unit is "flyable" or not (in fact if she already had the crow ability) is a great idea.
You would need track all of theses units, and the best way which i see is using a group, but then you should care about ghost units (units which are removed of the game).

UnitAddAbility/UnitRemoveAbility should be enough fast.

Done :thup:
 
When does UnitAddAbility return true?
When the unit has the ability?
In that case, it'd return true pretty much all the time, as the ability is added, and removed instantly.

This isn't really usable. If, for example, someone was making a jump spell. Normally, 'Arav' would be added and removed once, at the beginning of the jump. Using this, it'd be added every <0.1 seconds.
 
When does UnitAddAbility return true?
When the unit has the ability?
In that case, it'd return true pretty much all the time, as the ability is added, and removed instantly.

This isn't really usable. If, for example, someone was making a jump spell. Normally, 'Arav' would be added and removed once, at the beginning of the jump. Using this, it'd be added every <0.1 seconds.

Should I do..

function SetUnitZ takes unit whichUnit, real height, real rate, boolean remove returns nothing

?
 
That was a comment about a snippet like this in general.

There's nothing you can really do to improve it. Even with a boolean, it'd be an extra if or two.

I was just expecting some sort of defence for the snippet. A reason why I shouldn't graveyard this.
 
Apparently when a units height is > 0 then you can still change his height, even without Crow Form.

I updated the code, it doesn't dynamically Add the ability, but it does add it when his height is == 0.
 
You should note that this can cause desynchs when used with terrain effects, or shockwave or ... I think it's thunder clap, not warstomp. This is because the Z height of the terrain can fluctuate at slightly different rates for each player, as it is an animation, so it isn't moderated too carefully by WC3. :p

So do mention that in the documentation please. :)

What happens if you set all spell effects to occur at Low Detail and above?
 
The purpose for this snippet would be learning.

I can't see any other, myself. No one should use a snippet like this straight. And you would never suddenly decide its time to set a unit's Z offset directly without reading it first - you'd be more inclined to move a unit a certain x/y/z and need to compensate for terrain height. In addition, you'd need it to return a boolean that returns whether or not it went below the terrain.

Of course, you still have the issue of when to add/remove crow form. You could make that a separate function: "Make unit flyable". This could check if the unit already has the spell and such, too. But you should definitely test the if UnitAddAbility thing. :)
 
Just so the unit won't have the 'Arav' ability more than once, add them to a group, check if they are in the group, then if they are, just don't add the ability again.
 
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