Custom Healing Wave Issue

wellwish3r

wishes wells.
Reaction score
52
Solved. (After 3 hours of staring at it >.>)

EDIT: Okay thats how it is now:

JASS:
scope HealWave

    struct HealingWave
        unit caster
        unit targ
        real aoe
        real amount
        real bounce
        real reducer
        player owner
        boolean healmech
        boolean end
        boolean mult
        group multgrp = CreateGroup()
        location loc
        group grp
        texttag txt = CreateTextTag()
        effect sfx
        method onDestroy takes nothing returns nothing
            call DestroyGroup(.multgrp)
        endmethod
    endstruct

    globals
        private integer Total = 0
        private HealingWave array D
        private timer T=CreateTimer()
        private boolean mechanical
        private player owningPlayer
        private integer index = 0
        private boolean multiple
    endglobals
    
    private function MatchPlayerType takes nothing returns boolean
        local unit u = GetFilterUnit()
        if (IsUnitInGroup(u,D[index].multgrp) == D[index].mult == true) or (IsUnitInGroup(u,D[index].multgrp) == false) then
            if IsUnitAlly(u,owningPlayer) == true and IsUnitType(u,UNIT_TYPE_STRUCTURE) == false and GetFilterUnit() != D[index].caster and GetPlayerController(GetOwningPlayer(u)) == MAP_CONTROL_USER then
                if mechanical == false and IsUnitType(u,UNIT_TYPE_MECHANICAL) then
                    set u = null
                    return false
                endif
                set u =null
                return true
            endif
        endif
        return false
    endfunction
    
    private function LoopActions takes nothing returns nothing
        local integer i = 0
        local unit u
        loop
            exitwhen i>=Total
            if D<i>.end then
                call D<i>.destroy()
                set Total=Total-1
                if Total &gt; 0 then
                    set D<i>=D[Total]
                    set i=i-1
                else
                    call PauseTimer(T)
                endif
            else
                set D<i>.grp = CreateGroup()
                set D<i>.txt = CreateTextTag()
                set D<i>.loc = GetUnitLoc(D<i>.targ)
                call TL_Unit (&quot;HWPB&quot;, D<i>.caster, D<i>.targ,.7, true, 1, 0)
                set D<i>.sfx = AddSpecialEffectTarget(&quot;Abilities\\Spells\\Orc\\HealingWave\\HealingWaveTarget.mdl&quot;,D<i>.targ,&quot;origin&quot;)
                call SetUnitState(D<i>.targ,UNIT_STATE_LIFE,(GetUnitState(D<i>.targ,UNIT_STATE_LIFE)+D<i>.amount))
                call SetTextTagText(D<i>.txt,I2S(R2I(D<i>.amount)),TextTagSize2Height(8.00))
                call SetTextTagPos(D<i>.txt,GetLocationX(D<i>.loc),GetLocationY(D<i>.loc),150)
                call SetTextTagColor(D<i>.txt,51,255,0,255)
                call SetTextTagPermanent(D<i>.txt,false)
                call SetTextTagLifespan(D<i>.txt, .67)
                call SetTextTagFadepoint(D<i>.txt, 0.47)
                call SetTextTagVelocityBJ( D<i>.txt, 250.00, 90 )
                set u = D<i>.targ
                set D<i>.amount = (D<i>.amount)*(1-D<i>.reducer)
                set D<i>.caster = D<i>.targ
                set mechanical  = D<i>.healmech
                set owningPlayer = D<i>.owner
                set index = i
                if D<i>.mult == false then
                    call GroupAddUnit(D<i>.multgrp,u)
                    set u =null
                else
                    set multiple = true
                endif
                call GroupEnumUnitsInRangeOfLoc(D<i>.grp,D<i>.loc,D<i>.aoe,Condition(function MatchPlayerType))
                call BJDebugMsg(&quot;Loop &quot;+I2S(i)+&quot; has &quot;+I2S(CountUnitsInGroup(D<i>.grp))+&quot; in the Group and the count is &quot;+R2S(D<i>.bounce))
                call RemoveLocation(D<i>.loc)
                set D<i>.targ = GroupPickRandomUnit(D<i>.grp)
                set D<i>.bounce = (D<i>.bounce) - 1
                if D<i>.bounce == 0 or CountUnitsInGroup(D<i>.grp) == 0 then
                    set D<i>.end = true
                endif
                call DestroyGroup(D<i>.grp)
            endif
            set i = i+1
        endloop
    endfunction
    
    function HealWave takes unit c, unit t, real ae, real am, real bo, real red, player own, boolean mech, boolean m returns nothing
        local HealingWave LWave = HealingWave.create()
        set LWave.caster = c
        set LWave.targ = t
        set LWave.aoe = ae
        set LWave.amount = am
        set LWave.bounce = bo
        set LWave.reducer = red
        set LWave.owner = own
        set LWave.healmech = mech
        set LWave.end = false
        set LWave.mult = m
        if Total == 0 then
            call TimerStart(T,0.3,true,function LoopActions)
        endif
        set D[Total] = LWave
        set Total = Total+1
    endfunction
    
endscope
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the issue was that the
JASS:
group grp
was not an array, and it was destroyed in the loop, so whenever the loop ran more than once, there was no group anymore, and so the whole thing messed up. I Just made the group part of the struct now.
 

Nexor

...
Reaction score
74
second Q. - use unitgroup add there the targets and if the target is in the group, skip to another unit
 

wellwish3r

wishes wells.
Reaction score
52
I have checked this character by character, and the format is exactly the way it is in the tutorial.

And if that helps to figure out the error: The Struct allways gets destroyed twice for some weird reason that i don't know either >.>
 
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