Tree plow

Azathrael

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I'd like to make a trigger that allows a unit to destroy all trees around its current location while it is using a custom ability (based on avatar). I've tried several Event/Condition/Action combinations but I can't seem to grasp the right words. Any idea of how I could enable a tree plow trigger during the duration of the custom ability?

Any help would be appreciated.
 

hunterrravyn

TH.net Regular
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19
JASS:
function Trig_YOURTRUGGERSNAME_Conditions takes nothing returns boolean
    if ( not ( GetSpellAbilityId() == 'YOURSPELLSID' ) ) then
        return false
    endif
    return true
endfunction

function killtree takes nothing returns nothing
    call KillDestructable( GetEnumDestructable() )    
endfunction

function Trig_YOURTRIGGERSNAME_Actions takes nothing returns nothing
    local integer x = 0
    local integer y = 60   //How long tha ability Lasts
    local real range = 256 //The killing radius
    loop
        call EnumDestructablesInCircleBJ( range, GetUnitLoc(GetTriggerUnit()), function killtree())
        call TriggerSleepAction(.5)
        set x = x + 1
        exitwhen(x == (y * 2))
    endloop
endfunction

//===========================================================================
function InitTrig_Untitled_Trigger_001 takes nothing returns nothing
    set gg_trg_Untitled_Trigger_001 = CreateTrigger(  )
    call TriggerRegisterAnyUnitEventBJ( gg_trg_YOURTRIGGERSNAME, EVENT_PLAYER_UNIT_SPELL_CAST )
    call TriggerAddCondition( gg_trg_YOURTRIGGERSNAME, Condition( function Trig_YOURTRIGGERSNAME_Conditions ) )
    call TriggerAddAction( gg_trg_YOURTRIGGERSNAME, function Trig_YOURTRIGGERSNAME_Actions )
endfunction


I think that should work.... But to put it in you have to change your trigger to custom text remove everything and replace
-YOURTRIGGERSNAME with your triggers name...
-range should have the effective radius.
-y should have the time in seconds it lasts.
-YOURSPELLID with 'asda' per say could be your spell
 

Azathrael

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Thanks for the reply. I got a syntax error (and I'm not really good with programming...)

Undeclared variables for: gg_trg_BlazeFuryTrigger and gg_trg_BlazeFury


"function InitTrig_BlazeFuryTrigger takes nothing returns nothing
set gg_trg_BlazeFuryTrigger = CreateTrigger()
call TriggerRegisterAnyUnitEventBJ(gg_trg_BlazeFury , EVENT_PLAYER_UNIT_SPELL_CAST)
call TriggerAddCondition(gg_trg_BlazeFury , Condition(function Trig_BlazeFury_Conditions))"
 

Azathrael

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JASS:
function Trig_BlazeFury_Conditions takes nothing returns boolean
    if ( not ( GetSpellAbilityId() == 'A00J' ) ) then
        return false
    endif
    return true
endfunction

function killtree takes nothing returns nothing
    call KillDestructable( GetEnumDestructable() )    
endfunction

function Trig_BlazeFury_Actions takes nothing returns nothing
    local integer x = 0
    local integer y = 5   //How long tha ability Lasts
    local real range = 500 //The killing radius
    loop
        call EnumDestructablesInCircleBJ( range, GetUnitLoc(GetTriggerUnit()), function killtree())
        call TriggerSleepAction(.5)
        set x = x + 1
        exitwhen(x == (y * 2))
    endloop
endfunction

function InitTrig_BlazeFuryTrigger takes nothing returns nothing
    set gg_trg_BlazeFuryTrigger = CreateTrigger(  )
    call TriggerRegisterAnyUnitEventBJ( gg_trg_BlazeFury, EVENT_PLAYER_UNIT_SPELL_CAST )
    call TriggerAddCondition( gg_trg_BlazeFury, Condition( function Trig_BlazeFury_Conditions ) )
    call TriggerAddAction( gg_trg_Blazefury, function Trig_BlazeFury_Actions )
endfunction


Did I make any mistakes?
 

hunterrravyn

TH.net Regular
Reaction score
19
Okay I did make a few mistakes... *facepalm
But if the name of your Trigger is "BlazeFury" then
JASS:
function Trig_BlazeFury_Conditions takes nothing returns boolean
    if ( not ( GetSpellAbilityId() == 'A00J' ) ) then
        return false
    endif
    return true
endfunction

function killtree takes nothing returns nothing
    call KillDestructable( GetEnumDestructable() )    
endfunction

function Trig_BlazeFury_Actions takes nothing returns nothing
    local integer x = 0
    local integer y = 5   //How long tha ability Lasts
    local real range = 500 //The killing radius
    loop
        call EnumDestructablesInCircleBJ( range, GetUnitLoc(GetTriggerUnit()), function killtree)
        call TriggerSleepAction(.5)
        set x = x + 1
        exitwhen(x == (y * 2))
    endloop
endfunction

function InitTrig_BlazeFury takes nothing returns nothing
    set gg_trg_BlazeFury = CreateTrigger(  )
    call TriggerRegisterAnyUnitEventBJ( gg_trg_BlazeFury, EVENT_PLAYER_UNIT_SPELL_CAST )
    call TriggerAddCondition( gg_trg_BlazeFury, Condition( function Trig_BlazeFury_Conditions ) )
    call TriggerAddAction( gg_trg_BlazeFury, function Trig_BlazeFury_Actions )
endfunction


If the actual trigger name is "BlazeFuryTrigger", just put Trigger on the end of every BlazeFury. (i didnt check if it would compile before)
 

Carnerox

The one and only.
Reaction score
84
Use this.

JASS:
function Trig_BlazeFury_Conditions takes nothing returns boolean
    return GetSpellAbilityId() == 'A00J'
endfunction

function killtree takes nothing returns nothing
    call KillDestructable (GetEnumDestructable())    
endfunction

function Trig_BlazeFury_Actions takes nothing returns nothing
    local unit u = GetTriggerUnit()
    local location l = GetUnitLoc(u)
    local integer x = 0
    local integer y = 5   //How long tha ability Lasts
    local real range = 500 //The killing radius
    loop
        call EnumDestructablesInCircleBJ (range, l), function killtree)
        call TriggerSleepAction(.5)
        set x = x + 1
        exitwhen(x == (y * 2))
    endloop
    call RemoveLocation (l)
    set u=null
endfunction

function InitTrig_BlazeFury takes nothing returns nothing
    local trigger t = CreateTrigger()
    call TriggerRegisterAnyUnitEventBJ (t, EVENT_PLAYER_UNIT_SPELL_CAST)
    call TriggerAddCondition (t, Condition( function Trig_BlazeFury_Conditions))
    call TriggerAddAction (t, function Trig_BlazeFury_Actions)
endfunction
 

Azathrael

New Member
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0
Use this.

JASS:
function Trig_BlazeFury_Conditions takes nothing returns boolean
    return GetSpellAbilityId() == 'A00J'
endfunction

function killtree takes nothing returns nothing
    call KillDestructable (GetEnumDestructable())    
endfunction

function Trig_BlazeFury_Actions takes nothing returns nothing
    local unit u = GetTriggerUnit()
    local location l = GetUnitLoc(u)
    local integer x = 0
    local integer y = 5   //How long tha ability Lasts
    local real range = 500 //The killing radius
    loop
        call EnumDestructablesInCircleBJ (range, l), function killtree)
        call TriggerSleepAction(.5)
        set x = x + 1
        exitwhen(x == (y * 2))
    endloop
    call RemoveLocation (l)
    set u=null
endfunction

function InitTrig_BlazeFury takes nothing returns nothing
    local trigger t = CreateTrigger()
    call TriggerRegisterAnyUnitEventBJ (t, EVENT_PLAYER_UNIT_SPELL_CAST)
    call TriggerAddCondition (t, Condition( function Trig_BlazeFury_Conditions))
    call TriggerAddAction (t, function Trig_BlazeFury_Actions)
endfunction

I get a syntax error for this line:

JASS:
        call EnumDestructablesInCircleBJ(range, l), function killtree)
 

Azathrael

New Member
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0
Thank you, that solved the problem and I got the map to save....

But when I tested it, it didn't destroy any trees. T.T
 

Azathrael

New Member
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I double-checked to make sure the ability ID was correct (A00J) and that the ability was in the unit's list. I can't think of anything else that might be missing that would prevent the trigger from working. T.T
 

canons200

New Member
Reaction score
50
try this?
Trigger:
  • tree
    • Events
      • Unit - A unit Starts the effect of an ability
    • Conditions
      • (Ability being cast) Equal to (your ability)
    • Actions
      • Set P_1 = (Position of (Triggering unit))
      • Destructible - Pick every destructible within 300.00 of P_1 and do (Actions)
        • Loop - Actions
          • Destructible - Remove (Picked destructible)

sorry for freehand
 

Azathrael

New Member
Reaction score
0
OK I finally got the ability to destroy trees. I don't even know what I did that made it work.

JASS:
function Trig_BlazeFury_Conditions takes nothing returns boolean
    return GetSpellAbilityId() == 'A00J'
endfunction

function killtree takes nothing returns nothing
    call KillDestructable (GetEnumDestructable())    
endfunction

function Trig_BlazeFury_Actions takes nothing returns nothing
    local unit u = GetTriggerUnit()
    local location l = GetUnitLoc(u)
    local integer x = 0
    local integer y = 5  //How long tha ability Lasts
    local real range = 500 //The killing radius
    loop
        call EnumDestructablesInCircleBJ (range, l, function killtree)
        call TriggerSleepAction(1)
        set x = x + 1
        exitwhen(x == (y * 2))
    endloop
    call RemoveLocation (l)
    set u=null
endfunction

function InitTrig_BlazeFury takes nothing returns nothing
    local trigger t = CreateTrigger()
    call TriggerRegisterAnyUnitEventBJ (t, EVENT_PLAYER_UNIT_SPELL_CAST)
    call TriggerAddCondition (t, Condition( function Trig_BlazeFury_Conditions))
    call TriggerAddAction (t, function Trig_BlazeFury_Actions)
endfunction


Now the problem is that it's only an instance and does not last the number of seconds determined by integer y. Any idea how I can make this last for y seconds instead of having it trigger once and then turning off?
 

Azathrael

New Member
Reaction score
0
try this?
Trigger:
  • tree
    • Events
      • Unit - A unit Starts the effect of an ability
    • Conditions
      • (Ability being cast) Equal to (your ability)
    • Actions
      • Set P_1 = (Position of (Triggering unit))
      • Destructible - Pick every destructible within 300.00 of P_1 and do (Actions)
        • Loop - Actions
          • Destructible - Remove (Picked destructible)

sorry for freehand

How do I set P_1 to (Position of (Triggering unit))?? What variable is P_1? Unit?
 

Azathrael

New Member
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0
How do I do the last Destructible part? I can't seem to leave it as (Actions) and I can't find where Loop - Actions is.. sorry I'm a novice at this NewGen editor thing.
 
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