Check if unit is in front of certain unit

Leazy

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Hello! I need a way to check if udg_Target is in front of udg_Caster, how do I do this? This is what I got so far (don't know if it works correctly):

Trigger:
  • Check Facing
    • Events
    • Conditions
    • Actions
      • Set Point[1] = (Position of Target)
      • Set Point[2] = (Position of Caster)
      • Set Real[1] = (Angle from Point[1] to Point[2])
      • Set Real[2] = (Facing of Caster)
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • And - All (Conditions) are true
            • Conditions
              • And - All (Conditions) are true
                • Conditions
                  • Real[1] Greater than or equal to (Real[2] - 90.00)
                  • Real[1] Less than or equal to (Real[2] + 90.00)
        • Then - Actions
          • Set Behind = True
        • Else - Actions
          • Set Behind = False
      • Custom script: call RemoveLocation (udg_Point[1])
      • Custom script: call RemoveLocation (udg_Point[2])
 

merlinds

Member
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15
I think that`s the idea, but +90/-90 is a very great angle, it will work even if the unit is in the side of the caster. i suggest you to reduce those angles to 45.
 

Trollvottel

never aging title
Reaction score
262
You Should know that (Angle from Point[1] to Point[2]) returns values between -180° and 180° (as far as i remember)
so you should convert that to 0-360° first of all.
Then you should get the difference between Real[1] and Real[2] and get it's absolute value.
then you can check if it is smaller than 90° or not.
 

tommerbob

Minecraft. :D
Reaction score
110
An easier way is to set 3 points, Point A for caster, Point B for target, Point C X distance in front of target. Then check the distance. If target is closer to Point C than the caster, it means he is behind his target.
 

Sgqvur

FullOfUltimateTruthsAndEt ernalPrinciples, i.e shi
Reaction score
62
I think what you have will work but you will need to add 360 to Real[1] (the angle between points) and then take the remainder of it with 360 so like Trollvottel wrote you'll end up with an angle [0, 359].
 

GFreak45

I didnt slap you, i high 5'd your face.
Reaction score
130
just a heads up, this part:
Trigger:
  • If - Conditions
    • And - All (Conditions) are true
      • Conditions
        • And - All (Conditions) are true
          • Conditions
            • Real[1] Greater than or equal to (Real[2] - 90.00)
            • Real[1] Less than or equal to (Real[2] + 90.00)

does not need all of those and conditions
Trigger:
  • If - Conditions
    • Real[1] Greater than or equal to (Real[2] - 90.00)
    • Real[1] Less than or equal to (Real[2] + 90.00)

should work
 

Leazy

You can change this now in User CP.
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Thank you very much for all the help guys!

This is what I got so far:

Trigger:
  • Check Facing
    • Events
    • Conditions
    • Actions
      • Set Point[1] = (Position of Target)
      • Set Point[2] = (Position of Caster)
      • Set Real[1] = (Angle from Point[1] to Point[2])
      • Set Real[2] = (Facing of Caster)
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • Real[1] Less than 0.00
        • Then - Actions
          • Set Real[1] = (Real[1] + 360.00)
        • Else - Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • Real[1] Greater than or equal to (Real[2] - 45.00)
          • Real[1] Less than or equal to (Real[2] + 45.00)
        • Then - Actions
          • Set InFront = False
        • Else - Actions
          • Set InFront = True
      • Custom script: call RemoveLocation (udg_Point[1])
      • Custom script: call RemoveLocation (udg_Point[2])


Only detect that the target is behind when it's as far away (facing-wise) as possible. I want it to detect that it's behind anywhere between this range: (tried increasing and decreasing the 45 values, but that messed things up)
 

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Sgqvur

FullOfUltimateTruthsAndEt ernalPrinciples, i.e shi
Reaction score
62
I think you've reversed:

Trigger:
  • Then - Actions
    • Set InFront = False
    • Else - Actions
      • Set InFront = True


I think it should be:

Trigger:
  • Then - Actions
    • Set InFront = True
    • Else - Actions
      • Set InFront = False
 

Leazy

You can change this now in User CP.
Reaction score
50
Okey, I got this now:

Trigger:
  • Check Facing
    • Events
    • Conditions
    • Actions
      • Set Point[1] = (Position of Target)
      • Set Point[2] = (Position of Caster)
      • Set Real[1] = (Angle from Point[1] to Point[2])
      • Set Real[2] = (Facing of Caster)
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • Real[1] Less than 0.00
        • Then - Actions
          • Set Real[1] = (Real[1] + 360.00)
        • Else - Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • Real[1] Greater than or equal to (Real[2] - 45.00)
          • Real[1] Less than or equal to (Real[2] + 45.00)
        • Then - Actions
          • Set InFront = True
        • Else - Actions
          • Set InFront = False
      • Custom script: call RemoveLocation (udg_Point[1])
      • Custom script: call RemoveLocation (udg_Point[2])


I use a condition like this:
InFront Equal to False
If InFront = false I send a error message saying that you need to face the target and skips remaning actions. I get the error message despite facing, and at some random facings etc. Works in front and if the target is exactly behind etc. Anyone know why this bugs so much?
 

Sgqvur

FullOfUltimateTruthsAndEt ernalPrinciples, i.e shi
Reaction score
62
Hm... shouldn't the angle be from the caster towards the target so

Trigger:
  • Set Real[1] = (Angle from Point[1] to Point[2])


becomes

Trigger:
  • Set Real[1] = (Angle from Point[2] to Point[1])
 

gameman

It's been a long, long time.
Reaction score
95
I made out my own trigger. I don't think I tested it enough (seems to have an occasional bug). But it works!

You'll need to adjust the values, and clean it up.

EDIT: Oh, sorry, I made my trigger with cone detection, not the way you wanted it. Well, maybe this will be of some use.

Trigger:
  • Working
    • Events
      • Unit - A unit Starts the effect of an ability
    • Conditions
      • (Ability being cast) Equal to Detect
    • Actions
      • Set Range = 500.00
      • Set Detector = (Triggering unit)
      • Set Detected = (Target unit of ability being cast)
      • Set DetectorFacing = (Facing of Detector)
      • Set Points[1] = (Position of Detector)
      • Set Points[3] = (Points[1] offset by Range towards (DetectorFacing + 30.00) degrees)
      • Set Points[4] = (Points[1] offset by Range towards (DetectorFacing - 30.00) degrees)
      • Set Points[5] = (Position of Detected)
      • Custom script: //===================================
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • And - All (Conditions) are true
            • Conditions
              • (Distance between Points[1] and Points[5]) Greater than or equal to 0.00
              • (Distance between Points[4] and Points[5]) Greater than or equal to 0.00
              • (Distance between Points[3] and Points[5]) Greater than or equal to 0.00
              • And - All (Conditions) are true
                • Conditions
                  • (Distance between Points[1] and Points[5]) Less than Range
                  • (Distance between Points[4] and Points[5]) Less than Range
                  • (Distance between Points[3] and Points[5]) Less than Range
        • Then - Actions
          • Set Correct_Placement = True
        • Else - Actions
 
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