Better/cleaner way to do this "turning while sliding" trigger?

ZakkWylde-

New Member
Reaction score
14
3 questions:
1. The subject of this: is there a better way to do this?
2. Is there a chance that [ljass] call PauseUnit( slider, true )
call IssueImmediateOrder( slider, "stop" )
call PauseUnit( slider, false )[/ljass] would cause an order from a player (like use Divine Shield) to be canceled? Would this be fixed by removing the PauseUnits?
3. Does anyone know possible benefits to pausing the unit before ordering it to stop (and then unpausing it?)

Here is the code:
JASS:
globals
    integer slide1 = 'Iice' //ice
    integer slide2 = 'Nsnw' //snow - kills
    integer slide3 = 'Dlvc' //lava cracks
    integer slide4 = 'Dlav' //lava - kills
endglobals

function Trig_to_turn_Conditions takes nothing returns boolean

    local integer Id = GetPlayerId(GetOwningPlayer( GetTriggerUnit() ))
    return Id != 12 and Id != 15 and GetIssuedOrderId() != 851973

endfunction

function Trig_to_turn_Actions takes nothing returns nothing

    local unit slider = GetTriggerUnit()
    local real X = GetUnitX( slider )
    local real Y = GetUnitY( slider )
    local real faceX
    local real faceY
    
    local integer terType = GetTerrainType(X, Y)
    
    if (terType == slide1 or terType == slide2 or terType == slide3 or terType == slide4) then

        set faceX = GetOrderPointX() - X
        set faceY = GetOrderPointY() - Y
        call SetUnitFacing( slider, (Atan2(faceY, faceX)*bj_RADTODEG) )

        call PauseUnit( slider, true )
        call IssueImmediateOrder( slider, "stop" )
        call PauseUnit( slider, false )

    endif

    set slider = null

endfunction

//===========================================================================
function InitTrig_Turning takes nothing returns nothing
    set gg_trg_Turning = CreateTrigger(  )
    call TriggerRegisterAnyUnitEventBJ( gg_trg_Turning, EVENT_PLAYER_UNIT_ISSUED_POINT_ORDER )
    call TriggerAddCondition( gg_trg_Turning, Condition( function Trig_to_turn_Conditions ) )
    call TriggerAddAction( gg_trg_Turning, function Trig_to_turn_Actions )
endfunction


Thanks,
Zakk

PS: I've been very needy recently :D I hope soon to contribute as much as I've learned from this site.
 

Dirac

22710180
Reaction score
147
JASS:
function Actions takes nothing returns boolean
if conditions then
//do actions
endif
return false
endfunction
function InitTrig_Turning takes nothing returns nothing
local trigger trig=CreateTrigger()
local integer i=0
loop
exitwhen i>bj_MaxPlayerSlots //or something like that
call TriggerRegisterPlayerUnitEvent(trig,Player(i),EVENT_PLAYER_UNIT_ISSUED_POINT_ORDER)
set i=i+1
endloop
call TriggerAddCondition(trig,Condition(function Actions))
endfunction
I recommend you to switch to NewGen
 

huanAk

New Member
Reaction score
4
I don't know what you try to do.

but you can try set unit's speed to 0, change facing, then set back to default speed.

so unit still have their old order (spell or target)
 

ZakkWylde-

New Member
Reaction score
14
@Dirac

I have NewGen xD.
So basically I should write out what [ljass]call TriggerRegisterAnyUnitEventBJ( gg_trg_Turning, EVENT_PLAYER_UNIT_ISSUED_POINT_ORDER )[/ljass] is actually doing and
Call it as a condition (instead of an action) because they run faster.

Correct?

@huanAK

I'm not sure exactly what you mean. This is when the unit is sliding, so the purpose of ordering the unit to STOP every time it is ordered to do something is so that the unit does NOT move in addition to being set forward periodically by the sliding trigger.

But does this get rid of queued actions? I mean, sometimes, it just feels like the spell button or the hotkey for it is just UNRESPONSIVE, and other times it works perfectly without problems...
 

huanAk

New Member
Reaction score
4
call IssueImmediateOrder( slider, "stop" ) <-- will stop current action ?
call IssueImmediateOrder( slider, "hold" ) <-- will clear all action in queue ?
 

ZakkWylde-

New Member
Reaction score
14
I'm not sure if you're asking me or just telling me with a questioning voice, but "stop" and "hold" do what they do in game. Hold prevents the unit from responding to aggression, whereas stop doesn't. (I think that is the only difference..., no?)

However, when I was talking about "queued actions," I actually meant something like this:

There are some spells that have a "built-in" delay time between when you issue the spell order and when the spell is actually cast. For example, blink is one of those. It is very easy to order a blink, but then issue Stop or Hold to the unit AFTER ordering blink to stop the unit from blinking.

I am wondering if something like this is happening when I want the unit to cast Divine Shield but it is ordered to "stop" by the turning trigger.
 

huanAk

New Member
Reaction score
4
I put question mark because I am not 100% sure about what I said.

I know IssueImmediateOrder( slider, "hold" ) will stop any movement action(and a queue of movement action in your SHIFT+right click queue),
and I am not sure about "stop", it will stop current action, but do it still performance remain action inside queue ?

for your "blink" example, spell can cancel by "stop' because your unit's "cast point" >0, if you want instant cast and disable spell cancelling, then you can change unit's "cast point" to 0.
 
General chit-chat
Help Users
  • No one is chatting at the moment.

      The Helper Discord

      Staff online

      Members online

      Affiliates

      Hive Workshop NUON Dome World Editor Tutorials

      Network Sponsors

      Apex Steel Pipe - Buys and sells Steel Pipe.
      Top