Get all units within cone

black.sheep

Active Member
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24
Ok so im making a shotgun like spell, with pushback and whatnot, however i want to be able to get every unit within a cone for the spell, i would perfer not to use full jass, (a couple of custom scripts would be fine)
 

Renendaru

(Evol)ution is nothing without love.
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309
Wouldn't that be Breath of Fire?
 

black.sheep

Active Member
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24
Well yeah i could use BOF but i cant get all units hit by that spell can I?
I also want to make it mui, which is why it would be hard to use BOF.
 

MoonSlinger

I Love using Cheap Tricks... only Results matters
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If you are not too picky, you can actually just use a segment instead.
It is much much easier.

Assuming:
Your unit cast a spell targeting the floor in X direction
Your "Cone" is about 40 degrees wide (20 degrees either side)

To Do:
- Pick every unit near your caster
- You only want units within 20 degrees each side where the spell is directed
Filter out all other units not within

Trigger
Code:
Actions
    Set UnitGroupVar = (Units within 512.00 of (Position of (Triggering unit)))
    Set SpellAngle = (Angle from (Position of (Triggering unit)) to (Target point of ability being cast))
    Unit Group - Pick every unit in UnitGroupVar and do (Actions)
        Loop - Actions
            If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                If - Conditions
                    (Abs(((Angle from (Position of (Triggering unit)) to (Target point of ability being cast)) - SpellAngle))) Greater than 20.00
                Then - Actions
                    Unit Group - Remove (Picked unit) from UnitGroupVar
                Else - Actions

Notes:
- Digest, understand and make it work
- You will need additional conditions to filter out allies and dead units
- Not tested yet... got a feeling you will need more work to figure out if the angles between the caster and target is within 40 degrees.
 

black.sheep

Active Member
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24
hmm well it ill help for now
BTW is the tirggering unit in the condition supposed to be picked unit?
 

Ellimistrox

New Member
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I think a simple solution for this problem would be to base it off breath of fire but make breath of fire give a buff, and unit casts Abil - wait 0.5 secs and select each unit with the Buff? (Then remove the buff)

This will probably not be MUI, now that i think about it, unless you time it perfectly
 

black.sheep

Active Member
Reaction score
24
EPIC BUMP!
So anyway I tried moonslingers way, I dont think it works right though.
Code:
Power Shot Cast
    Events
        Unit - A unit Begins casting an ability
    Conditions
        (Ability being cast) Equal to Power Shot 
    Actions
        Set MUI = (MUI + 1)
        Set TempLoc01 = (Position of (Casting unit))
        Set TempLoc02 = (Target point of ability being cast)
        Set TempReal = (Angle from TempLoc01 to TempLoc02)
        Set PowerShot_Targs[MUI] = (Units within 450.00 of TempLoc01 matching (((Matching unit) belongs to an enemy of (Owner of (Triggering unit))) Equal to True))
        Unit Group - Pick every unit in PowerShot_Targs[MUI] and do (Actions)
            Loop - Actions
                Set TempLoc02 = (Position of (Picked unit))
                If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                    If - Conditions
                        ((Abs((Angle from TempLoc01 to TempLoc02))) - TempReal) Greater than or equal to 20.00
                    Then - Actions
                        Unit Group - Remove (Picked unit) from PowerShot_Targs[MUI]
                    Else - Actions
                Custom script:   call RemoveLocation(udg_TempLoc02)
        Unit Group - Pick every unit in PowerShot_Targs[MUI] and do (Actions)
            Loop - Actions
                Special Effect - Create a special effect attached to the overhead of (Picked unit) using Abilities\Spells\Undead\DeathCoil\DeathCoilMissile.mdl
It doesnt seem to work on some units and it doesnt exactly get all units in a cone.
 

Cheddar

This is the way it was meant to be.
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126
Use Breath of Frost and periodically pick everyone with the buff it puts on them.
 

AceHart

Your Friendly Neighborhood Admin
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1,495
> ((Abs((Angle from TempLoc01 to TempLoc02))) - TempReal) Greater than or equal to 20.00

This can't possibly work in the general case.
"Angle from" returns an angle between -180 and +180.
 

black.sheep

Active Member
Reaction score
24
Hmm, so what should i do then?
And no i will not use BOF, because i want to make pushback and other stuff.
 

Cheddar

This is the way it was meant to be.
Reaction score
126
You're telling me you will avoid doing this:

Code:
Your Ad Could Be Here
    Events
        Time - Every 0.02 seconds of game time
    Conditions
    Actions
        Set BreatofFrostKnockbackGroup = (Units in (Playable map area) matching (((Matching unit) has buff Breath of Frost) Equal to True))
        Unit Group - Pick every unit in BreatofFrostKnockbackGroup and do (Actions)
            Loop - Actions
                Set GeneralPoint = (Position of (Picked unit))
                Set GeneralPoint2 = (GeneralPoint offset by 12.00 towards ((Facing of (Picked unit)) + 180.00) degrees)
                Unit - Move (Picked unit) instantly to GeneralPoint2
        Custom script:   call RemoveLocation(udg_GeneralPoint)
        Custom script:   call RemoveLocation(udg_GeneralPoint2)
        Custom script:   call DestroyGroup(udg_BreatofFrostKnockbackGroup)

I'm hurt! :(
 

AceHart

Your Friendly Neighborhood Admin
Reaction score
1,495
> you just have to know your math

It also helps to have a look at the range of values returned by those math functions.
And the usual "around 0" problem when working with angles.

> Completely leakless and easy

It's also not working...


> You're telling me you will avoid doing this

Put the removelocations inside the loop.



Getting units in a sector isn't all that difficult:
http://www.thehelper.net/forums/showthread.php?t=103445

Getting units in a cone is a major mathematical headache.
 

Cheddar

This is the way it was meant to be.
Reaction score
126
And the usual "around 0" problem when working with angles.

For everyone's convenience, and to save everyone the trouble of asking the question:

Unit A is facing an angle of 359, Unit B 1. Your trigger detects anything in a -40 to 40 range, but these two are nearly facing the same direction and the trigger will not fire.
 
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