Enemy takes 0 damage

Frizz.Meister

New Member
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0
Dummy unit dies instantly when spell is cast.

A dummy unit dies instantly when spell is cast. My spell is a glaive being thrown(point targeted) and when it strikes a target the dummy unit (glaive) should die and the target should take damage. I know it sounds simple but i cannot work out why my dummy unit dies on what appears to be the first timer callback. Any help?

If it helps anyone it is like dota elunes arrow spell but with out the stun.

CODE:
JASS:
function Trig_Throw_Glaive_Conditions takes nothing returns boolean
    if ( not ( GetSpellAbilityId() == 'A002' ) ) then
        return false
    endif
    return true
endfunction

function Distancecheck takes nothing returns boolean
    if ( not ( DistanceBetweenPoints(GetUnitLoc(GetLastCreatedUnit()), GetSpellTargetLoc()) < 1600.00 ) ) then
        return false
    endif
    return true
endfunction

function buildingcheck takes nothing returns boolean
    return ( IsUnitType(GetFilterUnit(), UNIT_TYPE_STRUCTURE) == false )
endfunction

function enemycheck takes nothing returns boolean
    return ( IsUnitEnemy(GetFilterUnit(), GetOwningPlayer(GetTriggerUnit())) == true )
endfunction

function glaive1stand takes nothing returns boolean
    return GetBooleanAnd( buildingcheck(), enemycheck() )
endfunction

function Targetcheck takes nothing returns boolean
    if ( not ( CountUnitsInGroup(GetLastCreatedGroup()) > 0 ) ) then
        return false
    endif
    return true
endfunction

function glaivedeadcheck takes nothing returns boolean
    return (IsUnitDeadBJ(udg_Glaive[GetPlayerId(GetOwningPlayer(GetTriggerUnit()))]) == true)
endfunction

function Glaive_Movement takes nothing returns nothing
    local group gr
    local timer t = GetExpiredTimer()
    local unit u = GetHandleUnit(t, "u")
    local unit g = GetHandleUnit(t, "g")
    local unit h
    if ( Distancecheck() ) then
        call SetUnitPositionLoc(g, PolarProjectionBJ(GetUnitLoc(g),10,udg_Glaiveangle[GetPlayerId(GetOwningPlayer(GetTriggerUnit()))]))
        set gr=GetUnitsInRangeOfLocMatching(80.00, GetUnitLoc(GetLastCreatedUnit()), Condition(function glaive1stand))
        if ( Targetcheck() ) then
            call KillUnit( g )
            set h=GroupPickRandomUnit(GetLastCreatedGroup())
            call UnitDamageTargetBJ( u, h, 21.00, ATTACK_TYPE_MELEE, DAMAGE_TYPE_NORMAL )
    else
    endif
        set gr=null
    else
        call KillUnit( g )
    endif   
    set h=null
    set gr=null
    set g=null
    set u=null
endfunction

function Trig_Throw_Glaive_Actions takes nothing returns nothing
    local unit u=GetTriggerUnit()
    local unit g
    local timer t=CreateTimer()
    set udg_GlaiveThrower[GetPlayerId(GetOwningPlayer(GetTriggerUnit()))]=GetUnitLoc(GetTriggerUnit())
    set udg_GlaiveTarget[GetPlayerId(GetOwningPlayer(GetTriggerUnit()))]=GetSpellTargetLoc()
    set udg_Glaiveangle[GetPlayerId(GetOwningPlayer(GetTriggerUnit()))]=AngleBetweenPoints(GetUnitLoc(u), udg_GlaiveTarget[GetPlayerId(GetOwningPlayer(GetTriggerUnit()))])
    call CreateNUnitsAtLoc(1,'n001',GetOwningPlayer(GetTriggerUnit()),PolarProjectionBJ(GetUnitLoc(GetTriggerUnit()),75.00,udg_Glaiveangle[GetPlayerId(GetOwningPlayer(GetTriggerUnit()))]),udg_Glaiveangle[GetPlayerId(GetOwningPlayer(GetTriggerUnit()))])
    set g=GetLastCreatedUnit()
    call SetHandleHandle(t, "u", u)
    call SetHandleHandle(t, "g", g)
    set udg_Glaive[GetPlayerId(GetOwningPlayer(GetTriggerUnit()))]=g
    call TimerStart(t, 0.01, true, function Glaive_Movement)
    loop
        exitwhen ( glaivedeadcheck() )
        call TriggerSleepAction(RMaxBJ(bj_WAIT_FOR_COND_MIN_INTERVAL, 0.20))
    endloop
    call DestroyTimer(t)
    call FlushHandleLocals(t)
    set t=null
    set g=null
    set u=null
endfunction

//===========================================================================
function InitTrig_Throw_Glaive takes nothing returns nothing
    set gg_trg_Throw_Glaive = CreateTrigger(  )
    call TriggerRegisterAnyUnitEventBJ( gg_trg_Throw_Glaive, EVENT_PLAYER_UNIT_SPELL_EFFECT )
    call TriggerAddCondition( gg_trg_Throw_Glaive, Condition( function Trig_Throw_Glaive_Conditions ) )
    call TriggerAddAction( gg_trg_Throw_Glaive, function Trig_Throw_Glaive_Actions )
endfunction
 

Frizz.Meister

New Member
Reaction score
0
Hi all,
I have made a simple spell that allows the unit to throw a glaive at a point and when it his the enemy the glaive(dummy unit) will die. However the enemy doesnt appear to take damage.

Can anyone help

JASS:
function Trig_Throw_Glaive_Conditions takes nothing returns boolean
    if ( not ( GetSpellAbilityId() == 'A002' ) ) then
        return false
    endif
    return true
endfunction

function buildingcheck takes nothing returns boolean
    return ( IsUnitType(GetFilterUnit(), UNIT_TYPE_STRUCTURE) == false )
endfunction

function enemycheck takes nothing returns boolean
    return ( IsUnitAlly(GetFilterUnit(), GetOwningPlayer(GetTriggerUnit())) != false )
endfunction

function glaive1stand takes nothing returns boolean
    return GetBooleanAnd( buildingcheck(), enemycheck() )
endfunction

function Targetcheck takes nothing returns boolean
    if ( not ( CountUnitsInGroup(udg_GlaiveGroup) > 0 ) ) then
        return false
    endif
    return true
endfunction

function glaivedeadcheck takes nothing returns boolean
    return (IsUnitDeadBJ(udg_Glaive[GetPlayerId(GetOwningPlayer(GetTriggerUnit()))]) == true)
endfunction

function Glaive_Movement takes nothing returns nothing
    local timer t = GetExpiredTimer()
    local unit u = GetHandleUnit(t, "u")
    local unit g = GetHandleUnit(t, "g")
    local unit h
    call SetUnitPositionLoc(g, PolarProjectionBJ(GetUnitLoc(g),25,udg_Glaiveangle[GetPlayerId(GetOwningPlayer(GetTriggerUnit()))]))
    set udg_GlaiveGroup=GetUnitsInRangeOfLocMatching(90.00, GetUnitLoc(g), Condition(function glaive1stand))
    if ( Targetcheck() ) then
            set h=GroupPickRandomUnit(udg_GlaiveGroup)
            call KillUnit(g)
            call UnitDamageTargetBJ( u, h, 21.00, ATTACK_TYPE_MELEE, DAMAGE_TYPE_NORMAL )
    else
    endif
    set h=null
    set g=null
    set u=null
    call DestroyGroup(udg_GlaiveGroup)
endfunction

function Trig_Throw_Glaive_Actions takes nothing returns nothing
    local unit u=GetTriggerUnit()
    local unit g
    local timer t=CreateTimer()
    set udg_GlaiveThrower[GetPlayerId(GetOwningPlayer(GetTriggerUnit()))]=GetUnitLoc(GetTriggerUnit())
    set udg_GlaiveTarget[GetPlayerId(GetOwningPlayer(GetTriggerUnit()))]=GetSpellTargetLoc()
    set udg_Glaiveangle[GetPlayerId(GetOwningPlayer(GetTriggerUnit()))]=AngleBetweenPoints(GetUnitLoc(u), udg_GlaiveTarget[GetPlayerId(GetOwningPlayer(GetTriggerUnit()))])
    call CreateNUnitsAtLoc(1,'n001',GetOwningPlayer(GetTriggerUnit()),PolarProjectionBJ(GetUnitLoc(GetTriggerUnit()),1.00,udg_Glaiveangle[GetPlayerId(GetOwningPlayer(GetTriggerUnit()))]),udg_Glaiveangle[GetPlayerId(GetOwningPlayer(GetTriggerUnit()))])
    set g=GetLastCreatedUnit()
    call UnitApplyTimedLifeBJ( 0.35,'BTLF',g)
    call SetUnitPathing( GetLastCreatedUnit(), false )
    set udg_Glaive[GetPlayerId(GetOwningPlayer(GetTriggerUnit()))]=GetLastCreatedUnit()
    call SetHandleHandle(t, "u", u)
    call SetHandleHandle(t, "g", g)
    call TimerStart(t, 0.03, true, function Glaive_Movement)
    loop
        exitwhen ( glaivedeadcheck() )
        call TriggerSleepAction(RMaxBJ(bj_WAIT_FOR_COND_MIN_INTERVAL, 0.03))
    endloop
    call DestroyTimer(t)
    call FlushHandleLocals(t)
    set t=null
    set g=null
    set u=null
endfunction

//===========================================================================
function InitTrig_Throw_Glaive takes nothing returns nothing
    set gg_trg_Throw_Glaive = CreateTrigger(  )
    call TriggerRegisterAnyUnitEventBJ( gg_trg_Throw_Glaive, EVENT_PLAYER_UNIT_SPELL_EFFECT )
    call TriggerAddCondition( gg_trg_Throw_Glaive, Condition( function Trig_Throw_Glaive_Conditions ) )
    call TriggerAddAction( gg_trg_Throw_Glaive, function Trig_Throw_Glaive_Actions )
endfunction
 

quraji

zap
Reaction score
144
Code:
    local unit [B]h[/B]
    call SetUnitPositionLoc(g, PolarProjectionBJ(GetUnitLoc(g),25,udg_Glaiveangle[GetPlayerId(GetOwningPlayer(GetTriggerUnit()))]))
    set udg_GlaiveGroup=GetUnitsInRangeOfLocMatching(90.00, GetUnitLoc(g), Condition(function glaive1stand))
    if ( Targetcheck() ) then
            set h=GroupPickRandomUnit(udg_GlaiveGroup)
            call KillUnit(g)
            call UnitDamageTargetBJ( u, [B]h[/B], 21.00, ATTACK_TYPE_MELEE, DAMAGE_TYPE_NORMAL )

I'm not sure exactly how UnitDamageWhatever works (I never use it), but I'm assuming h should have some value.
 

trb92

Throwing science at the wall to see what sticks
Reaction score
142
h does have a value.

Code:
local unit h
    call SetUnitPositionLoc(g, PolarProjectionBJ(GetUnitLoc(g),25,udg_Glaiveangle[GetPlayerId(GetOwningPlayer(GetTriggerUnit()))]))
    set udg_GlaiveGroup=GetUnitsInRangeOfLocMatching(90.00, GetUnitLoc(g), Condition(function glaive1stand))
    if ( Targetcheck() ) then
            [b]set h=GroupPickRandomUnit(udg_GlaiveGroup)[/b]
            call KillUnit(g)
            call UnitDamageTargetBJ( u, h, 21.00, ATTACK_TYPE_MELEE, DAMAGE_TYPE_NORMAL )
 

Frizz.Meister

New Member
Reaction score
0
Upon further testing it seems like h isnt even being detected which would make sense to the lack of damage. But it raises the question.

Why isnt h being detected?
 

bOb666777

Stand against the ugly world domination face!
Reaction score
117
JASS:
function enemycheck takes nothing returns boolean
    return ( IsUnitEnemy(GetFilterUnit(), GetOwningPlayer(GetTriggerUnit())) == true )
endfunction

GetTriggerUnit() isn't defined, event responses doesn't get passed to a timer, that's why we use attachment systems. Thus it'll return null player and mess up the group pick. You have to assign the player to some variable and make a comparision with that.

He is actually using attachments
Except he's also using a lot of BJ variables and globals
And he's not attaching the player

Cmon, globals and bj variables arent pretty :(
you should try to learn how to do various thing without using bjs and globals
 
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