Flying Height check bug

Drunken_God

Hopes to get back into Mapmaking with SC2 :)
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106
Im trying to create an ability which should create an meteor and let it fly to a target point while decreasing its flying height
ok my trigger look like this
Code:
Cast
    Events
        Unit - A unit Starts the effect of an ability
    Conditions
        (Ability being cast) Equal to Meteor 
    Actions
        Set temppoint = (Position of (Triggering unit))
        Set temppoint2 = (Target point of ability being cast)
        Unit - Create 1 Meteor for (Owner of (Triggering unit)) at temppoint facing (Facing of (Triggering unit)) degrees
        Unit Group - Add (Last created unit) to Meteorgroup
...
        Unit - Order (Last created unit) to Neutral - Kaboom! temppoint2
        [B]Animation - Change (Last created unit) flying height to 20.00 at ((Current flying height of (Last created unit)) / ((Distance between temppoint and temppoint2) / (Current movement speed of (Last created unit))))[/B]
        Custom script:   call RemoveLocation (udg_temppoint)
        Custom script:   call RemoveLocation (udg_temppoint2)

this should decrease its flying height according to distance and movement speed

and in another trigger i check if there is a tree near the meteor and if the meteor would hit the tree (with flying height comparison) but it always displays me true (like if the meteor is already under 100) and thus it will explode although its flying height is 200 or moire

Code:
Periodic
    Events
        Time - Every 0.03 seconds of game time
    Conditions
    Actions
        Unit Group - Pick every unit in Meteorgroup and do (Actions)
            Loop - Actions
              Game - Display to (All players) the text: (String((Current flying height of (Picked unit)))) [this alway displays me 20)
                If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                    If - Conditions
                        [B](Current flying height of (Picked unit)) Less than or equal to 100.00[/B] 
                    Then - Actions
                        Game - Display to (All players) the text: true [this always displays me true]
                        Set temppoint = (Position of (Picked unit))
                        Destructible - Pick every destructible within 100.00 of temppoint and do (Actions)
                            Loop - Actions
                                If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                                    If - Conditions
                                        (Destructible-type of (Picked destructible)) Equal to SomeTree
                                    Then - Actions
                                        Unit - Order (Picked unit) to Neutral - Kaboom! temppoint
                                    Else - Actions
                        Custom script:   call RemoveLocation (udg_temppoint)
                    Else - Actions
 

Kazuga

Let the game begin...
Reaction score
110
Does the decreasing of the meteor work? On what height does it spawn?
 

vypur85

Hibernate
Reaction score
803
Code:
Animation - Change (Last created unit) flying height to [B]20.00[/B] at ((Current flying height of (Last created unit)) / ((Distance between temppoint and temppoint2) / (Current movement speed of (Last created unit))))

Once you set the fly height to 20, its current fly height is considered 20 even though it is still 'on its way' flying downwards. That's why the condition always returned true.
 

vypur85

Hibernate
Reaction score
803
Err... It depends on what you want to do actually. If you really want to check the current height of a decending or ascending unit, you need to use periodic height change instead of relying on the flying rate.

Maybe periodically changing the flying height to 2 at rate 0 for every 0.01 seconds (or any value you wish)... This way you can check the current height at almost every instant.
 
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