Dummies should move but don't

trb92

Throwing science at the wall to see what sticks
Reaction score
142
I'm making a spell, and as a part of it dummies with a fireball model should spin around the caster. This is the code that should make them spin.
JASS:
private function Spin takes nothing returns boolean
    local Data d = TT_GetData()
    local integer i = 1
    local real x
    local real y
    loop
        exitwhen i>NUM_OF_FIRES
        set d.angle = d.angle + ANGLE_INCREASE//Increase the angle
        set x = d.cx + (i*SPACING) * Cos(d.angle * bj_DEGTORAD)//Calculate new position, using new angle
        set y = d.cy + (i*SPACING) * Sin(d.angle * bj_DEGTORAD)//Same as above
        call SetUnitX(d.Fires<i>,x)//Set to new position
        call SetUnitY(d.Fires<i>,y)//Same as above
        call BJDebugMsg(&quot;x: &quot; + R2S(x))
        call BJDebugMsg(&quot;y: &quot; + R2S(y))
        set i = i + 1
    endloop
    set d.ticks = d.ticks - 1
    if d.ticks == 0 then
        call d.destroy()
        return true
    endif
    return false
endfunction</i></i>

What should happen is that the d.Fires[] units should spin around the point (d.cx,d.cy). They don't move. x and y jump between just a few values. d.angle increases properly, a BJDebugMsg() showed that.

Thanks in advance for any help offered.

Full code so far, if needed.
JASS:
scope ConcussorFireShield initializer Init

globals
//Rawcode of the spell
private constant integer SPELLID = &#039;A000&#039;

//Rawcode of the dummy unit
private constant integer DUMMYID = &#039;u001&#039;

//Number of units created
private constant integer NUM_OF_FIRES = 5

//The angle at which the line extends from the unit
private constant real STARTING_ANGLE = 75.

//The distance between each dummy
private constant real SPACING = 80.

//The amount the angle increases by each tick
private constant real ANGLE_INCREASE = 36.

//Base number of spins
private constant integer BASE_SPINS = 4

//Increase in number of spins per level
private constant integer INCREASE_SPINS = 1
endglobals

private struct Data
unit c
real cx
real cy
unit array Fires[NUM_OF_FIRES]
real angle
real array Distances[NUM_OF_FIRES]
integer ticks
    static method create takes unit c returns Data
        local Data d = Data.allocate()
        local integer i = 1
        local real x
        local real y
        set d.c = c
        set d.cx = GetUnitX(c)
        set d.cy = GetUnitY(c)
        set d.angle = STARTING_ANGLE
        loop
            exitwhen i&gt;NUM_OF_FIRES
            set x = d.cx + (i*SPACING) * Cos(d.angle * bj_DEGTORAD)
            set y = d.cy + (i*SPACING) * Sin(d.angle * bj_DEGTORAD)
            set d.Fires<i> = CreateUnit(GetOwningPlayer(c),DUMMYID,x,y,0.)
            set x = x - d.cx
            set y = y - d.cy
            set d.Distances<i> = (x * x) + (y * y)
            set i = i + 1
        endloop
        set d.ticks = R2I((BASE_SPINS + INCREASE_SPINS) / TT_PERIOD)
        return d
    endmethod
    
    method onDestroy takes nothing returns nothing
        local integer i = 0
        loop
            exitwhen i&gt;NUM_OF_FIRES
            call RemoveUnit(.Fires<i>)
            set i = i + 1
        endloop
    endmethod
endstruct

private function Spin takes nothing returns boolean
    local Data d = TT_GetData()
    local integer i = 1
    local real x
    local real y
    loop
        exitwhen i&gt;NUM_OF_FIRES
        set d.angle = d.angle + ANGLE_INCREASE
        set x = d.cx + (i*SPACING) * Cos(d.angle * bj_DEGTORAD)
        set y = d.cy + (i*SPACING) * Sin(d.angle * bj_DEGTORAD)
        call SetUnitX(d.Fires<i>,x)
        call SetUnitY(d.Fires<i>,y)
        call BJDebugMsg(&quot;x: &quot; + R2S(x))
        call BJDebugMsg(&quot;y: &quot; + R2S(y))
        set i = i + 1
    endloop
    set d.ticks = d.ticks - 1
    if d.ticks == 0 then
        call d.destroy()
        return true
    endif
    return false
endfunction

private function Conditions takes nothing returns boolean
    return GetSpellAbilityId() == SPELLID
endfunction

private function Cast takes nothing returns nothing
    local Data d = Data.create(GetSpellAbilityUnit())
    call TT_Start(function Spin,d)
endfunction

private function Init takes nothing returns nothing
    local trigger t = CreateTrigger()
    call TriggerRegisterAnyUnitEventBJ(t,EVENT_PLAYER_UNIT_SPELL_EFFECT)
    call TriggerAddCondition(t,Condition(function Conditions))
    call TriggerAddAction(t,function Cast)
endfunction


endscope</i></i></i></i></i>
 

T.s.e

Wish I was old and a little sentimental
Reaction score
133
Try using
JASS:
instead of X and Y.
Set i's initial value to 0.
And make the loop exit when i==NUM_OF_FIRES, instead of i>NUM_OF_FIRES.
JASS:
loop
exitwhen i==NUM_OF_FIRES
endloop

And:
JASS:
local real x = 0
local real y = 0

Could be a problem with uninitialized locals.
 

trb92

Throwing science at the wall to see what sticks
Reaction score
142
If I use SetUnitPosition() they move, but they don't spin. They just jump from where they start to 180 degrees away from their start, and then back. They should spin around d.c.

And I can't use 0 for i's initial value, otherwise I get an extra fire in the create method. I have to start it at one, which makes me initialize this variable at 1.
 
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