Technomancer
New Member
- Reaction score
- 14
Going to be some code here, so bear with me, it's under construction so poorly commented but should be readable to anyone who has done this before.
I'm trying to make a unit based shooting system using the skill stasis ward as the target (projectiles (units) fly from the angle of the shooter you fire them towards the ward and trigger when they hit the opponent). That part works fine and good and was easy, so I went to do the second part, which is create a ward that appears at a fixed angle relative to the caster and moves with the caster. This works fine as well, and the two are seperate abilities on my unit and function perfectly, however the only remaining issue is that once you switch to fixed-angle-firing mode, you can't switch back for some reason, any new wards that are created get taken over by the fixed-angle timer and changed to the angle that they spawned at (effectively, Fixed Angle Ward is cast instead of Stationary Ward when you want to cast Stationary Ward).
Here's the code, from most related to unrelated:
*This is all using Vex's CSCache and Caster System
Functions for moving the ward when Fixed_Angle_Stasis_Ward is cast:
(AdjustAngleWard keeps taking over the non fixed angle wards)
Function for removing wards.
The issue might be here but it doesn't seem to be when I cast things... maybe I should use a global to grab the old ward and destroy it, then set the new ward to the global? Not a big fan of globalling everything up so early...
Here's the catch: The ONLY thing that the fixed ward ability does is call the remove wards function on cast, and plant a stasis ward, and it still keeps getting grabbed by the other timer, even though that timer should not even be initialized for the first ward.
I'm trying to make a unit based shooting system using the skill stasis ward as the target (projectiles (units) fly from the angle of the shooter you fire them towards the ward and trigger when they hit the opponent). That part works fine and good and was easy, so I went to do the second part, which is create a ward that appears at a fixed angle relative to the caster and moves with the caster. This works fine as well, and the two are seperate abilities on my unit and function perfectly, however the only remaining issue is that once you switch to fixed-angle-firing mode, you can't switch back for some reason, any new wards that are created get taken over by the fixed-angle timer and changed to the angle that they spawned at (effectively, Fixed Angle Ward is cast instead of Stationary Ward when you want to cast Stationary Ward).
Here's the code, from most related to unrelated:
*This is all using Vex's CSCache and Caster System
Functions for moving the ward when Fixed_Angle_Stasis_Ward is cast:
(AdjustAngleWard keeps taking over the non fixed angle wards)
JASS:
function Trig_Set_Fixed_Angle_Stasis_Ward_Conditions takes nothing returns boolean
if ( not ( GetSpellAbilityId() == 039;A001039; ) ) then
return false
endif
return true
endfunction
function AdjustAngleWard takes nothing returns nothing
local timer t = GetExpiredTimer()
local string str = GetAttachmentTable(t)
local unit ward = GetTableUnit(str, "ward")
local unit castr = GetTableUnit(str, "u")
local real ang = GetTableReal(str, "ang")
if (ward == null) then
call ReleaseTimer(t)
else
call SetUnitPosition(ward, GetUnitX(castr) + 100 * Cos(ang * bj_DEGTORAD), GetUnitY(castr) + 100 * Sin(ang * bj_DEGTORAD) )
endif
endfunction
function Trig_Set_Fixed_Angle_Stasis_Ward_Actions takes nothing returns nothing
local timer t = NewTimer()
local unit WardU
local unit TrigU = GetTriggerUnit()
local group g = CreateGroup()
local real x
local real y
local real targX
local real targY
local string timerstr = GetAttachmentTable(t)
local real ang
local real dist
//local string wardstr = GetAttachmentTable(WardU)
call TriggerSleepAction(.1)
set g = GetUnitsOfPlayerMatching(GetOwningPlayer(TrigU), Condition(function UnitIsStasisWard) )
set WardU = FirstOfGroup(g)
set x = GetUnitX(TrigU)
set y = GetUnitY(TrigU)
set targX = GetUnitX(WardU)
set targY = GetUnitY(WardU)
//Get Angle
set ang = bj_RADTODEG * Atan2(targY - y, targX - x)
//Affix angle and base unit to timer table
call SetTableReal(timerstr, "ang", ang)
call SetTableObject(timerstr, "u", TrigU)
call SetTableObject(timerstr, "ward", WardU)
//call SetTableObject(wardstr, "timer", t)
call TimerStart(t, .02, true, function AdjustAngleWard)[/B] //Calls AdjustAngleWard to adjust the angle as you move every .02
//Start Timer
//Null Vars
call DestroyGroup(g)
endfunction
//===========================================================================
function InitTrig_Set_Fixed_Angle_Stasis_Ward takes nothing returns nothing
set gg_trg_Set_Fixed_Angle_Stasis_Ward = CreateTrigger( )
call TriggerRegisterAnyUnitEventBJ( gg_trg_Set_Fixed_Angle_Stasis_Ward, EVENT_PLAYER_UNIT_SPELL_EFFECT )
call TriggerAddCondition( gg_trg_Set_Fixed_Angle_Stasis_Ward, Condition( function Trig_Set_Fixed_Angle_Stasis_Ward_Conditions ) )
call TriggerAddAction( gg_trg_Set_Fixed_Angle_Stasis_Ward, function Trig_Set_Fixed_Angle_Stasis_Ward_Actions )
endfunction
Function for removing wards.
The issue might be here but it doesn't seem to be when I cast things... maybe I should use a global to grab the old ward and destroy it, then set the new ward to the global? Not a big fan of globalling everything up so early...
JASS:
function Trig_Remove_Other_Wards_On_Cast_Actions takes nothing returns nothing
local unit u = GetTriggerUnit()
local group g = GetUnitsOfPlayerMatching(GetOwningPlayer(u), Condition(function UnitIsStasisWard) )
local unit w = FirstOfGroup(g)
local string s = GetAttachmentTable(w)
//local timer t = GetTableTimer(s, "timer")
//call ReleaseTimer(t)
call RemoveUnit(w)
set u = null
call DestroyGroup(g)
endfunction
//works fine as far as I can see
JASS:
function Trig_Remove_Other_Wards_On_Cast_Conditions takes nothing returns boolean
if ( not ( ( GetSpellAbilityId() == 039;A001039; ) or ( GetSpellAbilityId() == 039;A002039; ) ) ) then
return false
endif
return true
endfunction
//works fine as far as I can see
JASS:
function Trig_Fire_Projectile_Actions takes nothing returns nothing
local unit TrigU = GetTriggerUnit()
local group g = GetUnitsOfPlayerMatching(GetOwningPlayer(TrigU), Condition(function UnitIsStasisWard) )
local location l = GetUnitLoc(FirstOfGroup(g))
local real x = GetUnitX(TrigU)
local real y = GetUnitY(TrigU)
local real targX = GetLocationX(l)
local real targY = GetLocationY(l)
local real ang = bj_RADTODEG * Atan2( (targY - y) , (targX - x) )
local trigger trig = CreateTrigger()
local string strng = GetAttachmentTable(trig)
local timer t = NewTimer()
local string s = GetAttachmentTable(t)
local unit u = CreateUnit(GetOwningPlayer(TrigU), 039;n000039;, x, y, bj_UNIT_FACING)
call UnitApplyTimedLife( u, 039;BTLF039;, 2.80 )
call TriggerRegisterUnitInRange(trig,u,50,null)
call TriggerAddCondition(trig, Condition(function Projectile_Hit_Cond ) )
call SetTableObject(strng, "ta", TriggerAddAction( trig, function Projectile_Dam) )
call SetTableObject(strng, "u", u)
call SetTableReal( s, "ang", ang)
call SetTableObject( s, "u", u)
call SetTableObject( s, "trig", trig)
call TimerStart(t, .03, true, function Projectile_Move)
set u = null
call RemoveLocation(l)
call DestroyGroup(g)
set l = null
set trig = null
endfunction
//works fine
Here's the catch: The ONLY thing that the fixed ward ability does is call the remove wards function on cast, and plant a stasis ward, and it still keeps getting grabbed by the other timer, even though that timer should not even be initialized for the first ward.