Expecting endifs?

D.V.D

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Forgot to mention, your supposed to press the left arrow key for it to start. Don't move songoku when he starts it or it will look really bad.
 

wraithseeker

Tired.
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Nothing appeared anyway.... Also I don't get why you are making ur code so long with the BJS and stuff , right now you should go and clean up your code with the CreateUnit native and removing the pause unit. Is all that TriggerSleepAction needed? I personally don't use them much.

JASS:
set Laser[GetForLoopIndexA()] = null


?? I don't understand that, Is it

JASS:
set Laser<i> = null</i>
 

D.V.D

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It could be Laser. Im not using CreateUnit because I have absolutley no clue how X/Y's work. I don't have too much BJ's just the CreateUnit's. Unless there's a tutorial on using X/Y's I will probably never use them. Im using those waits and stuff so the spell looks like the actual spellfrom DBZ.
 

wraithseeker

Tired.
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Ok I assume that you don't have primary school level math , you ever heard of graphs?

There is the x and y axis and the warcraft map is just a whole pile of graph, you use X and Y to get the location of the unit simple.
 

D.V.D

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I understand that, but I how do you figure out the X/Y of any unit and stuff like that? How do yuo make offsets with X/Y's? I don't know any X/Y calls.
 

Romek

Super Moderator
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> but I how do you figure out the X/Y of any unit and stuff like that?
JASS:


> How do yuo make offsets with X/Y's?
JASS:
GetUnitX(u) + 50
GetUnitY(u) + 50


Or, for offsets to a direction:
JASS:
x + (distance) * Cos(angle)
y + (distance) * Sin(angle)

With x/y being the position of the unit.
 

D.V.D

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You see, I don't know Cos or Sin, im still in grade 8. And is the distance measured the same as points in pixels?
 

Romek

Super Moderator
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> im still in grade 8.
I'm about the same age as you then. So don't use that as an excuse.

> And is the distance measured the same as points in pixels?
No. It's just it's the games own measurement. I don't even think it has a name.
 

D.V.D

Make a wish
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Could you tell me what Sin and Cos is? Im saying Im in grade 8 because Sin and Cos is learned at like grade 10.
 

WolfieeifloW

WEHZ Helper
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372
You don't even have to know what they are to use them.
Cos goes with X, Sin goes with Y;
That's all you really need to know.
 

WolfieeifloW

WEHZ Helper
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No, Cos corresponds to X, while Sin corresponds to Y.

I don't know what Sin nor Cos do, but I still use them.
 

D.V.D

Make a wish
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How? You just multiply them with the angle? And is there a native polarprojection.
 

Flare

Stops copies me!
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How? You just multiply them with the angle? And is there a native polarprojection.
You get the Cos (for offsetting X) and Sin (for offsetting Y) value of your angle*, and multiply it by your offset distance. Then, add the resultant values to the coordinates you are offsetting e.g.
JASS:
local real x1 = GetUnitX (caster)
local real y1 = GetUnitY (caster)
local real x2 = x1 + Cos (someAngle) * offsetDistance
local real y2 = y1 + Sin (someAngle) * offsetDistance
call SetUnitPosition (caster, x2, y2) //for example


*Cos/Sin take the angle in radians - most native functions that deal with angles return the angle in radians, apart from GetUnitFacing (that's the only one I know off the top of my head). If you were using GetUnitFacing as the offset angle, you would have to multiply it by bj_DEGTORAD e.g.
JASS:
local real angle = GetUnitFacing (caster) * bj_DEGTORAD
local real x2 = x1 + Cos (angle) * offset
local real y2 = y1 + Sin (angle) * offset

Although, for most targeted spells, you will be using Atan2, which returns the angle in radians - it's used like so
(if we wanted the angle from the caster towards a spell's target location)
JASS:
local real angle = Atan2 (GetLocationY (targetLoc) - GetUnitY (caster), GetLocationX (targetLoc) - GetUnitX (caster))
local real x2 = x1 + Cos (angle) * offset
local real y2 = y1 + Sin (angle) * offset
 
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