Expecting endifs?

D.V.D

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I made a function and the syntax expects endifs when I added If/Then/Elses. It expects endifs from the variables making it expect variable names from all functions using these variables.

JASS:
scope Kamehameha initializer Init

globals

private constant unit Caster = GetTriggerUnit()
//This is the main caster who revolves around the trigger and spell Kamehameha
private unit u0
//This is the first leading missile
private unit u1
//This is the second leading missile
private constant integer Array
//This is the array that counts in killing the laser and conditions for slide

endglobals

private function Check1 takes nothing returns boolean
    if ( not ( Array == 200 ) ) then
        return false
    endif
    return true
endfunction

private function Check2 takes nothing returns boolean
    if ( not ( Array != 200 ) ) then
        return false
    endif
    return true
endfunction

private function KSlide takes nothing returns nothing
        local unit array Laser
        local location s0 = GetUnitLoc(u0)
        local location s1 = GetUnitLoc(u1)
        local location s2 = PolarProjectionBJ(s0, 9.00, GetUnitFacing(gg_unit_H008_0015))
        local location s3 = PolarProjectionBJ(s1, 9.00, GetUnitFacing(gg_unit_H008_0015))
        local integer i
        local integer e
        local timer t = GetExpiredTimer()
        if ( Check1() ) then
           call SetUnitPositionLoc( u0, s2 )
           call SetUnitPositionLoc( u1, s3 )
           call CreateNUnitsAtLocFacingLocBJ( 1, 'h006', GetOwningPlayer(gg_unit_H008_0015), s2, s2 )
           set Laser[udg_Array] = GetLastCreatedUnit()
           call PauseUnit( Laser[udg_Array], true )
           call SetUnitTimeScale( Laser[Array], 0.00 )
           set udg_Array = Array + 1
           call TimerStart(t, 0.01, true, function KSlide)
           if ( Check2() ) then
               set i = 1
               set e = udg_Array
               loop
                   exitwhen i > e
                   call KillUnit( Laser<i> )
                   set Laser<i> = null
                   set i = i + 1
               endloop
        else
        endif
    else
    endif
endfunction

private function KActions takes nothing returns nothing
    local unit Caster = GetTriggerUnit()
    local unit u0
    local unit u1
    local unit d
    local location p0 = GetUnitLoc(gg_unit_H008_0015)
    local location p1 = PolarProjectionBJ(p0, 30.00, ( GetUnitFacing(gg_unit_H008_0015) - 90.00 ))
    local location p2
    local location p3
    local location p4
    local integer i = 1
    local integer e
    local real size
    local timer t = CreateTimer()
    call SetUnitAnimation( gg_unit_H008_0015, &quot;spell slam&quot; )
    call CreateNUnitsAtLocFacingLocBJ( 1, &#039;h00F&#039;, GetOwningPlayer(gg_unit_H008_0015), p1, p0 )
    set d = GetLastCreatedUnit()
    call PauseUnit( d, true )
    call UnitApplyTimedLife( d, &#039;BTLF&#039;, 1.00 )
    call TriggerSleepAction( 0.10 )
    call SetUnitTimeScale( gg_unit_H008_0015, 0.00 )
    set i = 1
    set e = 10
    loop
        exitwhen i &gt; e
        call CreateNUnitsAtLocFacingLocBJ( 1, &#039;h00F&#039;, GetOwningPlayer(gg_unit_H008_0015), p1, p0 )
        set d = GetLastCreatedUnit()
        call PauseUnit( d, true )
        call UnitApplyTimedLife( d, &#039;BTLF&#039;, 1.00 )
        call TriggerSleepAction( 0.10 )
        set i = i + 1
    endloop
    call SetUnitTimeScale( gg_unit_H008_0015, 100 )
    call SetUnitAnimation( gg_unit_H008_0015, &quot;spell&quot; )
    set size = 90.00
    set i = 1
    set e = 4
    loop
        exitwhen i &gt; e
        set p2 = PolarProjectionBJ(p0, 30.00, ( GetUnitFacing(gg_unit_H008_0015) - size ))
        call CreateNUnitsAtLocFacingLocBJ( 1, &#039;h00F&#039;, GetOwningPlayer(gg_unit_H008_0015), p2, p0 )
        set d = GetLastCreatedUnit()
        call PauseUnit( d, true )
        call UnitApplyTimedLife( d, &#039;BTLF&#039;, 1.00 )
        set size = ( size - 22.50 )
        call TriggerSleepAction( 0.10 )
        set i = i + 1
    endloop
    call SetUnitTimeScale( gg_unit_H008_0015, 0.00 )
    set i = 1
    set e = 2
    loop
        exitwhen i &gt; e
        call CreateNUnitsAtLoc( 1, &#039;h00D&#039;, GetOwningPlayer(gg_unit_H008_0015), p0, ( GetUnitFacing(gg_unit_H008_0015) + 90.00 ) )
        set d = GetLastCreatedUnit()
        call PauseUnit( d, true )
        call UnitApplyTimedLife( d, &#039;BTLF&#039;, 1.00 )
        call CreateNUnitsAtLocFacingLocBJ( 1, &#039;h00F&#039;, GetOwningPlayer(gg_unit_H008_0015), p2, p0 )
        set d = GetLastCreatedUnit()
        call PauseUnit( d, true )
        call UnitApplyTimedLife( d, &#039;BTLF&#039;, 1.00 )
        call TriggerSleepAction( 0.10 )
        set i = i + 1
    endloop
    call TriggerSleepAction( 0.20 )
    call CreateNUnitsAtLoc( 1, &#039;h00D&#039;, GetOwningPlayer(gg_unit_H008_0015), p0, ( GetUnitFacing(gg_unit_H008_0015) + 90.00 ) )
    set d = GetLastCreatedUnit()
    call PauseUnit( d, true )
    call UnitApplyTimedLife( d, &#039;BTLF&#039;, 1.00 )
    call CreateNUnitsAtLocFacingLocBJ( 1, &#039;h00F&#039;, GetOwningPlayer(gg_unit_H008_0015), p2, p0 )
    set d = GetLastCreatedUnit()
    call PauseUnit( d, true )
    call UnitApplyTimedLife( d, &#039;BTLF&#039;, 1.00 )
    call TriggerSleepAction( 0.10 )
    set p2 = PolarProjectionBJ(p0, 200.00, GetUnitFacing(gg_unit_H008_0015))
    call CreateNUnitsAtLoc( 1, &#039;h00G&#039;, GetOwningPlayer(gg_unit_H008_0015), p2, ( GetUnitFacing(gg_unit_H008_0015) + 90.00 ) )
    set u0 = GetLastCreatedUnit()
    call PauseUnit( u0, true )
    call TriggerSleepAction( 0.10 )
    call CreateNUnitsAtLoc( 1, &#039;h007&#039;, GetOwningPlayer(gg_unit_H008_0015), p2, ( GetUnitFacing(gg_unit_H008_0015) + 90.00 ) )
    set u1 = GetLastCreatedUnit()
    call PauseUnit( u1, true )
    call SetUnitTimeScale( u1, 0.00 )
    set Array = 1
    call TimerStart(t, 0.01, true, function KSlide)
    set p2 = PolarProjectionBJ(p0, 30.00, ( GetUnitFacing(gg_unit_H008_0015) - size ))
    set i = 1
    set e = 10
    loop
        exitwhen i &gt; e
        call CreateNUnitsAtLocFacingLocBJ( 1, &#039;h00F&#039;, GetOwningPlayer(gg_unit_H008_0015), p2, p0 )
        set d = GetLastCreatedUnit()
        call PauseUnit( d, true )
        call UnitApplyTimedLife( d, &#039;BTLF&#039;, 1.00 )
        call TriggerSleepAction( 0.10 )
        set i = i + 1
    endloop
    call CreateNUnitsAtLocFacingLocBJ( 1, &#039;h00B&#039;, GetOwningPlayer(gg_unit_H008_0015), p3, p3 )
    set d = GetLastCreatedUnit()
    call PauseUnit( d, true )
    call SetUnitScale( d, 100.00, 100.00, 100.00 )
    call KillUnit( u0 )
    call KillUnit( u1 )
    call UnitApplyTimedLife( d, &#039;BTLF&#039;, 1.00 )
    call SetUnitTimeScale( gg_unit_H008_0015, 100 )
    call ResetUnitAnimation( gg_unit_H008_0015 )
    call RemoveLocation(p0)
    call RemoveLocation(p1)
    call RemoveLocation(p2)
    call RemoveLocation(p3)
    call RemoveLocation(p4)
    set Caster = null
    set u0 = null
    set u1 = null
    set d = null
endfunction

//===========================================================================
private function InitTrig_Kamehameha takes nothing returns nothing
    local trigger t = CreateTrigger(  )
    call TriggerRegisterPlayerKeyEventBJ( t, Player(0), bj_KEYEVENTTYPE_DEPRESS, bj_KEYEVENTKEY_LEFT )
    call TriggerAddAction( t, function KActions )
endfunction

endscope</i></i>
 

D.V.D

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What do you mean close in another trigger? This function isn't used in any other trigger.
 

D.V.D

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JNGP doesn't work for me at all. When I open it (using vista) it says This Program has stopped working.
 

D.V.D

Make a wish
Reaction score
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Thanks +rep. But what will I change with this code using vJass? Except add globals.
 
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It will make JASSing 100x easier. Mainly because of TESH/Structs.

And you can get rid of all those bj's using tesh's function list.
 

D.V.D

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I have only Bj's for the events which I will change and for Create Unit which im staying with because I relaly don't get X/Y's. I got errors for my globals. First global it says first global decleration here and for endglobal it says nested global. Here's the code:
JASS:
scope Kamehameha

globals

private constant unit Caster = gg_unit_H008_0015
//This is the main caster who revolves around the trigger and spell Kamehameha
private constant unit u0
//This is the first leading missile
private constant unit u1
//This is the second leading missile
private constant integer Array
//This is the array that counts in killing the laser and conditions for slide
globals

private function Check1 takes nothing returns boolean
    if ( not ( Array == 200 ) ) then
        return false
    endif
    return true
endfunction

private function Check2 takes nothing returns boolean
    if ( not ( Array != 200 ) ) then
        return false
    endif
    return true
endfunction

private function KSlide takes nothing returns nothing
    if ( Check1() ) then
        local unit array Laser
        local location s0 = GetUnitLoc(u0)
        local location s1 = GetUnitLoc(u1)
        local location s2 = PolarProjectionBJ(s0, 9.00, GetUnitFacing(gg_unit_H008_0015))
        local location s3 = PolarProjectionBJ(s1, 9.00, GetUnitFacing(gg_unit_H008_0015))
        local integer i
        local integer e
        local timer t = GetExpiredTimer()
        call SetUnitPositionLoc( u0, s2 )
        call SetUnitPositionLoc( u1, s3 )
        call CreateNUnitsAtLocFacingLocBJ( 1, &#039;h006&#039;, GetOwningPlayer(gg_unit_H008_0015), s2, s2 )
        set Laser[udg_Array] = GetLastCreatedUnit()
        call PauseUnit( Laser[udg_Array], true )
        call SetUnitTimeScalePercent( Laser[Array], 0.00 )
        set udg_Array = Array + 1
        call TimerStart(t, 0.01, true, function KSlide)
        if ( Check2() ) then
            set i = 1
            set e = udg_Array
            loop
                exitwhen i &gt; e
                call KillUnit( Laser[GetForLoopIndexA()] )
                set Laser[GetForLoopIndexA()] = null
                set i = i + 1
            endloop
        else
        endif
    else
    endif
endfunction

private function KActions takes nothing returns nothing
    local unit Caster = GetTriggerUnit()
    local unit u0
    local unit u1
    local unit d
    local location p0 = GetUnitLoc(gg_unit_H008_0015)
    local location p1 = PolarProjectionBJ(p0, 30.00, ( GetUnitFacing(gg_unit_H008_0015) - 90.00 ))
    local location p2
    local location p3
    local location p4
    local integer i = 1
    local integer e
    local real size
    local timer t = CreateTimer()
    call SetUnitAnimation( gg_unit_H008_0015, &quot;spell slam&quot; )
    call CreateNUnitsAtLocFacingLocBJ( 1, &#039;h00F&#039;, GetOwningPlayer(gg_unit_H008_0015), p1, p0 )
    set d = GetLastCreatedUnit()
    call PauseUnit( d, true )
    call UnitApplyTimedLife( d, &#039;BTLF&#039;, 1.00 )
    call TriggerSleepAction( 0.10 )
    call SetUnitTimeScalePercent( gg_unit_H008_0015, 0.00 )
    set i = 1
    set e = 10
    loop
        exitwhen i &gt; e
        call CreateNUnitsAtLocFacingLocBJ( 1, &#039;h00F&#039;, GetOwningPlayer(gg_unit_H008_0015), p1, p0 )
        set d = GetLastCreatedUnit()
        call PauseUnit( d, true )
        call UnitApplyTimedLife( d, &#039;BTLF&#039;, 1.00 )
        call TriggerSleepAction( 0.10 )
        set i = i + 1
    endloop
    call SetUnitTimeScalePercent( gg_unit_H008_0015, 100 )
    call SetUnitAnimation( gg_unit_H008_0015, &quot;spell&quot; )
    set size = 90.00
    set i = 1
    set e = 4
    loop
        exitwhen i &gt; e
        set p2 = PolarProjectionBJ(p0, 30.00, ( GetUnitFacing(gg_unit_H008_0015) - size ))
        call CreateNUnitsAtLocFacingLocBJ( 1, &#039;h00F&#039;, GetOwningPlayer(gg_unit_H008_0015), p2, p0 )
        set d = GetLastCreatedUnit()
        call PauseUnit( d, true )
        call UnitApplyTimedLife( d, &#039;BTLF&#039;, 1.00 )
        set size = ( size - 22.50 )
        call TriggerSleepAction( 0.10 )
        set i = i + 1
    endloop
    call SetUnitTimeScalePercent( gg_unit_H008_0015, 0.00 )
    set i = 1
    set e = 2
    loop
        exitwhen i &gt; e
        call CreateNUnitsAtLoc( 1, &#039;h00D&#039;, GetOwningPlayer(gg_unit_H008_0015), p0, ( GetUnitFacing(gg_unit_H008_0015) + 90.00 ) )
        set d = GetLastCreatedUnit()
        call PauseUnit( d, true )
        call UnitApplyTimedLife( d, &#039;BTLF&#039;, 1.00 )
        call CreateNUnitsAtLocFacingLocBJ( 1, &#039;h00F&#039;, GetOwningPlayer(gg_unit_H008_0015), p2, p0 )
        set d = GetLastCreatedUnit()
        call PauseUnit( d, true )
        call UnitApplyTimedLife( d, &#039;BTLF&#039;, 1.00 )
        call TriggerSleepAction( 0.10 )
        set i = i + 1
    endloop
    call TriggerSleepAction( 0.20 )
    call CreateNUnitsAtLoc( 1, &#039;h00D&#039;, GetOwningPlayer(gg_unit_H008_0015), p0, ( GetUnitFacing(gg_unit_H008_0015) + 90.00 ) )
    set d = GetLastCreatedUnit()
    call PauseUnit( d, true )
    call UnitApplyTimedLife( d, &#039;BTLF&#039;, 1.00 )
    call CreateNUnitsAtLocFacingLocBJ( 1, &#039;h00F&#039;, GetOwningPlayer(gg_unit_H008_0015), p2, p0 )
    set d = GetLastCreatedUnit()
    call PauseUnit( d, true )
    call UnitApplyTimedLife( d, &#039;BTLF&#039;, 1.00 )
    call TriggerSleepAction( 0.10 )
    set p2 = PolarProjectionBJ(p0, 200.00, GetUnitFacing(gg_unit_H008_0015))
    call CreateNUnitsAtLoc( 1, &#039;h00G&#039;, GetOwningPlayer(gg_unit_H008_0015), p2, ( GetUnitFacing(gg_unit_H008_0015) + 90.00 ) )
    set u0 = GetLastCreatedUnit()
    call PauseUnit( u0, true )
    call TriggerSleepAction( 0.10 )
    call CreateNUnitsAtLoc( 1, &#039;h007&#039;, GetOwningPlayer(gg_unit_H008_0015), p2, ( GetUnitFacing(gg_unit_H008_0015) + 90.00 ) )
    set u1 = GetLastCreatedUnit()
    call PauseUnit( u1, true )
    call SetUnitTimeScalePercent( u1, 0.00 )
    set Array = 1
    call TimerStart(t, 0.01, true, function KSlide)
    set p2 = PolarProjectionBJ(p0, 30.00, ( GetUnitFacing(gg_unit_H008_0015) - size ))
    set i = 1
    set e = 10
    loop
        exitwhen i &gt; e
        call CreateNUnitsAtLocFacingLocBJ( 1, &#039;h00F&#039;, GetOwningPlayer(gg_unit_H008_0015), p2, p0 )
        set d = GetLastCreatedUnit()
        call PauseUnit( d, true )
        call UnitApplyTimedLife( d, &#039;BTLF&#039;, 1.00 )
        call TriggerSleepAction( 0.10 )
        set i = i + 1
    endloop
    call CreateNUnitsAtLocFacingLocBJ( 1, &#039;h00B&#039;, GetOwningPlayer(gg_unit_H008_0015), p3, p3 )
    set d = GetLastCreatedUnit()
    call PauseUnit( d, true )
    call SetUnitScalePercent( d, 100.00, 100.00, 100.00 )
    call KillUnit( u0 )
    call KillUnit( u1 )
    call UnitApplyTimedLife( d, &#039;BTLF&#039;, 1.00 )
    call SetUnitTimeScalePercent( gg_unit_H008_0015, 100 )
    call ResetUnitAnimation( gg_unit_H008_0015 )
    call RemoveLocation(p0)
    call RemoveLocation(p1)
    call RemoveLocation(p2)
    call RemoveLocation(p3)
    call RemoveLocation(p4)
    set Caster = null
    set u0 = null
    set u1 = null
    set d = null
endfunction

//===========================================================================
function InitTrig_Kamehameha takes nothing returns nothing
    local trigger t = CreateTrigger(  )
    call TriggerRegisterPlayerKeyEventBJ( t, Player(0), bj_KEYEVENTTYPE_DEPRESS, bj_KEYEVENTKEY_LEFT )
    call TriggerAddAction( t, function KActions )
endfunction


EDIT: Girimoire doesn't work at all. When testing map, it puts you to the TFT main page. Won't let you test map and I tried the work on patch 1.21. Why?
 
Reaction score
341
... Scopes are used like this

JASS:
scope name initializer yourinitfunction

endscope


..Globals are used like this

JASS:
globals

endglobals


Read the manual plox..
 

D.V.D

Make a wish
Reaction score
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My initalization function? Its called Initalization but when I put it as initalization for my init function, it says cannot find the init function. Also, I can't test my map because the disabel world editor syntax is enabeld, don't let WE disabel triggers and Always allow trigger enabel but without those functions, I can't test my code.
 

D.V.D

Make a wish
Reaction score
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Once I did that is says locals are only supported on the top. Here's the code:
JASS:

private function KSlide takes nothing returns nothing
        if ( Check1() ) then
        local unit array Laser
        local location s0 = GetUnitLoc(u0)
        local location s1 = GetUnitLoc(u1)
        local location s2 = PolarProjectionBJ(s0, 9.00, GetUnitFacing(gg_unit_H008_0015))
        local location s3 = PolarProjectionBJ(s1, 9.00, GetUnitFacing(gg_unit_H008_0015))


I put the check after the locals but I got like 5 other errors. And do you know how to solve the girimoire thing?
 

D.V.D

Make a wish
Reaction score
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When I move the other function from the top, all my globals are underlined saying globals aren't globalized or something like that and another function.
 

D.V.D

Make a wish
Reaction score
73
Here you go.

JASS:
cope Kamehameha initializer InitTrig_Kamehameha

globals

private constant unit Caster = gg_unit_H008_0015
//This is the main caster who revolves around the trigger and spell Kamehameha
private constant unit u0
//This is the first leading missile
private constant unit u1
//This is the second leading missile
private constant integer Array
//This is the array that counts in killing the laser and conditions for slide

endglobals

private function Check1 takes nothing returns boolean
    if ( not ( Array == 200 ) ) then
        return false
    endif
    return true
endfunction

private function Check2 takes nothing returns boolean
    if ( not ( Array != 200 ) ) then
        return false
    endif
    return true
endfunction

private function KSlide takes nothing returns nothing
        if ( Check1() ) then
        local unit array Laser
        local location s0 = GetUnitLoc(u0)
        local location s1 = GetUnitLoc(u1)
        local location s2 = PolarProjectionBJ(s0, 9.00, GetUnitFacing(gg_unit_H008_0015))
        local location s3 = PolarProjectionBJ(s1, 9.00, GetUnitFacing(gg_unit_H008_0015))
        local integer i
        local integer e
        local timer t = GetExpiredTimer()
        call SetUnitPositionLoc( u0, s2 )
        call SetUnitPositionLoc( u1, s3 )
        call CreateNUnitsAtLocFacingLocBJ( 1, &#039;h006&#039;, GetOwningPlayer(gg_unit_H008_0015), s2, s2 )
        set Laser[udg_Array] = GetLastCreatedUnit()
        call PauseUnit( Laser[udg_Array], true )
        call SetUnitTimeScalePercent( Laser[Array], 0.00 )
        set udg_Array = Array + 1
        call TimerStart(t, 0.01, true, function KSlide)
        if ( Check2() ) then
            set i = 1
            set e = udg_Array
            loop
                exitwhen i &gt; e
                call KillUnit( Laser[GetForLoopIndexA()] )
                set Laser[GetForLoopIndexA()] = null
                set i = i + 1
            endloop
        else
        endif
    else
    endif
endfunction

private function KActions takes nothing returns nothing
    local unit Caster = GetTriggerUnit()
    local unit u0
    local unit u1
    local unit d
    local location p0 = GetUnitLoc(gg_unit_H008_0015)
    local location p1 = PolarProjectionBJ(p0, 30.00, ( GetUnitFacing(gg_unit_H008_0015) - 90.00 ))
    local location p2
    local location p3
    local location p4
    local integer i = 1
    local integer e
    local real size
    local timer t = CreateTimer()
    call SetUnitAnimation( gg_unit_H008_0015, &quot;spell slam&quot; )
    call CreateNUnitsAtLocFacingLocBJ( 1, &#039;h00F&#039;, GetOwningPlayer(gg_unit_H008_0015), p1, p0 )
    set d = GetLastCreatedUnit()
    call PauseUnit( d, true )
    call UnitApplyTimedLife( d, &#039;BTLF&#039;, 1.00 )
    call TriggerSleepAction( 0.10 )
    call SetUnitTimeScalePercent( gg_unit_H008_0015, 0.00 )
    set i = 1
    set e = 10
    loop
        exitwhen i &gt; e
        call CreateNUnitsAtLocFacingLocBJ( 1, &#039;h00F&#039;, GetOwningPlayer(gg_unit_H008_0015), p1, p0 )
        set d = GetLastCreatedUnit()
        call PauseUnit( d, true )
        call UnitApplyTimedLife( d, &#039;BTLF&#039;, 1.00 )
        call TriggerSleepAction( 0.10 )
        set i = i + 1
    endloop
    call SetUnitTimeScalePercent( gg_unit_H008_0015, 100 )
    call SetUnitAnimation( gg_unit_H008_0015, &quot;spell&quot; )
    set size = 90.00
    set i = 1
    set e = 4
    loop
        exitwhen i &gt; e
        set p2 = PolarProjectionBJ(p0, 30.00, ( GetUnitFacing(gg_unit_H008_0015) - size ))
        call CreateNUnitsAtLocFacingLocBJ( 1, &#039;h00F&#039;, GetOwningPlayer(gg_unit_H008_0015), p2, p0 )
        set d = GetLastCreatedUnit()
        call PauseUnit( d, true )
        call UnitApplyTimedLife( d, &#039;BTLF&#039;, 1.00 )
        set size = ( size - 22.50 )
        call TriggerSleepAction( 0.10 )
        set i = i + 1
    endloop
    call SetUnitTimeScalePercent( gg_unit_H008_0015, 0.00 )
    set i = 1
    set e = 2
    loop
        exitwhen i &gt; e
        call CreateNUnitsAtLoc( 1, &#039;h00D&#039;, GetOwningPlayer(gg_unit_H008_0015), p0, ( GetUnitFacing(gg_unit_H008_0015) + 90.00 ) )
        set d = GetLastCreatedUnit()
        call PauseUnit( d, true )
        call UnitApplyTimedLife( d, &#039;BTLF&#039;, 1.00 )
        call CreateNUnitsAtLocFacingLocBJ( 1, &#039;h00F&#039;, GetOwningPlayer(gg_unit_H008_0015), p2, p0 )
        set d = GetLastCreatedUnit()
        call PauseUnit( d, true )
        call UnitApplyTimedLife( d, &#039;BTLF&#039;, 1.00 )
        call TriggerSleepAction( 0.10 )
        set i = i + 1
    endloop
    call TriggerSleepAction( 0.20 )
    call CreateNUnitsAtLoc( 1, &#039;h00D&#039;, GetOwningPlayer(gg_unit_H008_0015), p0, ( GetUnitFacing(gg_unit_H008_0015) + 90.00 ) )
    set d = GetLastCreatedUnit()
    call PauseUnit( d, true )
    call UnitApplyTimedLife( d, &#039;BTLF&#039;, 1.00 )
    call CreateNUnitsAtLocFacingLocBJ( 1, &#039;h00F&#039;, GetOwningPlayer(gg_unit_H008_0015), p2, p0 )
    set d = GetLastCreatedUnit()
    call PauseUnit( d, true )
    call UnitApplyTimedLife( d, &#039;BTLF&#039;, 1.00 )
    call TriggerSleepAction( 0.10 )
    set p2 = PolarProjectionBJ(p0, 200.00, GetUnitFacing(gg_unit_H008_0015))
    call CreateNUnitsAtLoc( 1, &#039;h00G&#039;, GetOwningPlayer(gg_unit_H008_0015), p2, ( GetUnitFacing(gg_unit_H008_0015) + 90.00 ) )
    set u0 = GetLastCreatedUnit()
    call PauseUnit( u0, true )
    call TriggerSleepAction( 0.10 )
    call CreateNUnitsAtLoc( 1, &#039;h007&#039;, GetOwningPlayer(gg_unit_H008_0015), p2, ( GetUnitFacing(gg_unit_H008_0015) + 90.00 ) )
    set u1 = GetLastCreatedUnit()
    call PauseUnit( u1, true )
    call SetUnitTimeScalePercent( u1, 0.00 )
    set Array = 1
    call TimerStart(t, 0.01, true, function KSlide)
    set p2 = PolarProjectionBJ(p0, 30.00, ( GetUnitFacing(gg_unit_H008_0015) - size ))
    set i = 1
    set e = 10
    loop
        exitwhen i &gt; e
        call CreateNUnitsAtLocFacingLocBJ( 1, &#039;h00F&#039;, GetOwningPlayer(gg_unit_H008_0015), p2, p0 )
        set d = GetLastCreatedUnit()
        call PauseUnit( d, true )
        call UnitApplyTimedLife( d, &#039;BTLF&#039;, 1.00 )
        call TriggerSleepAction( 0.10 )
        set i = i + 1
    endloop
    call CreateNUnitsAtLocFacingLocBJ( 1, &#039;h00B&#039;, GetOwningPlayer(gg_unit_H008_0015), p3, p3 )
    set d = GetLastCreatedUnit()
    call PauseUnit( d, true )
    call SetUnitScalePercent( d, 100.00, 100.00, 100.00 )
    call KillUnit( u0 )
    call KillUnit( u1 )
    call UnitApplyTimedLife( d, &#039;BTLF&#039;, 1.00 )
    call SetUnitTimeScalePercent( gg_unit_H008_0015, 100 )
    call ResetUnitAnimation( gg_unit_H008_0015 )
    call RemoveLocation(p0)
    call RemoveLocation(p1)
    call RemoveLocation(p2)
    call RemoveLocation(p3)
    call RemoveLocation(p4)
    set Caster = null
    set u0 = null
    set u1 = null
    set d = null
endfunction

//===========================================================================
function InitTrig_Kamehameha takes nothing returns nothing
    local trigger t = CreateTrigger(  )
    call TriggerRegisterPlayerKeyEventBJ( t, Player(0), bj_KEYEVENTTYPE_DEPRESS, bj_KEYEVENTKEY_LEFT )
    call TriggerAddAction( t, function KActions )
endfunction

endscope
 
General chit-chat
Help Users
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  • Ghan Ghan:
    Still lurking
    +3
  • The Helper The Helper:
    I am great and it is fantastic to see you my friend!
    +1
  • The Helper The Helper:
    If you are new to the site please check out the Recipe and Food Forum https://www.thehelper.net/forums/recipes-and-food.220/
  • Monovertex Monovertex:
    How come you're so into recipes lately? Never saw this much interest in this topic in the old days of TH.net
  • Monovertex Monovertex:
    Hmm, how do I change my signature?
  • tom_mai78101 tom_mai78101:
    Signatures can be edit in your account profile. As for the old stuffs, I'm thinking it's because Blizzard is now under Microsoft, and because of Microsoft Xbox going the way it is, it's dreadful.
  • The Helper The Helper:
    I am not big on the recipes I am just promoting them - I use the site as a practice place promoting stuff
    +2
  • Monovertex Monovertex:
    @tom_mai78101 I must be blind. If I go on my profile I don't see any area to edit the signature; If I go to account details (settings) I don't see any signature area either.
  • The Helper The Helper:
    You can get there if you click the bell icon (alerts) and choose preferences from the bottom, signature will be in the menu on the left there https://www.thehelper.net/account/preferences
  • The Helper The Helper:
    I think I need to split the Sci/Tech news forum into 2 one for Science and one for Tech but I am hating all the moving of posts I would have to do
  • The Helper The Helper:
    What is up Old Mountain Shadow?
  • The Helper The Helper:
    Happy Thursday!
    +1
  • Varine Varine:
    Crazy how much 3d printing has come in the last few years. Sad that it's not as easily modifiable though
  • Varine Varine:
    I bought an Ender 3 during the pandemic and tinkered with it all the time. Just bought a Sovol, not as easy. I'm trying to make it use a different nozzle because I have a fuck ton of Volcanos, and they use what is basically a modified volcano that is just a smidge longer, and almost every part on this thing needs to be redone to make it work
  • Varine Varine:
    Luckily I have a 3d printer for that, I guess. But it's ridiculous. The regular volcanos are 21mm, these Sovol versions are about 23.5mm
  • Varine Varine:
    So, 2.5mm longer. But the thing that measures the bed is about 1.5mm above the nozzle, so if I swap it with a volcano then I'm 1mm behind it. So cool, new bracket to swap that, but THEN the fan shroud to direct air at the part is ALSO going to be .5mm to low, and so I need to redo that, but by doing that it is a little bit off where it should be blowing and it's throwing it at the heating block instead of the part, and fuck man
  • Varine Varine:
    I didn't realize they designed this entire thing to NOT be modded. I would have just got a fucking Bambu if I knew that, the whole point was I could fuck with this. And no one else makes shit for Sovol so I have to go through them, and they have... interesting pricing models. So I have a new extruder altogether that I'm taking apart and going to just design a whole new one to use my nozzles. Dumb design.
  • Varine Varine:
    Can't just buy a new heatblock, you need to get a whole hotend - so block, heater cartridge, thermistor, heatbreak, and nozzle. And they put this fucking paste in there so I can't take the thermistor or cartridge out with any ease, that's 30 dollars. Or you can get the whole extrudor with the direct driver AND that heatblock for like 50, but you still can't get any of it to come apart
  • Varine Varine:
    Partsbuilt has individual parts I found but they're expensive. I think I can get bits swapped around and make this work with generic shit though
  • Ghan Ghan:
    Heard Houston got hit pretty bad by storms last night. Hope all is well with TH.
  • The Helper The Helper:
    Power back on finally - all is good here no damage
    +2
  • V-SNES V-SNES:
    Happy Friday!
    +1
  • The Helper The Helper:
    New recipe is another summer dessert Berry and Peach Cheesecake - https://www.thehelper.net/threads/recipe-berry-and-peach-cheesecake.194169/

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