System GetUnitAnimation

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GetUnitAnimation
TriggerHappy187

Introduction

There is no current native (or BJ) that detects a units current animation. I was inspired to make this from this thread.

How it works is whenever a unit is given an order, it sets it's animation according to the order it was given.

If your going to set a units animation via triggers, you will have to use my replacement function.

JASS:
function SetUnitAnimationEx takes unit whichUnit, string whichAnimation returns nothing


Requires: AutoIndex,TimerUtils

Code

JASS:
//==============================================================================
//  GetUnitAnimation - By TriggerHappy187 -- v1.0
//==============================================================================
//
//  WHATS IT DO?
//    * It gets the units current animation
//
//  FUNCTION LIST
//    * SetUnitAnimationEx(unit, animation) -- Sets the units animation
//    * GetUnitLastAnimation(unit) -- Gets the units last animation
//    * GetUnitAnimation(unit) -- Gets the units current animation
//
//  HOWS IT WORK?
//    * whenever a unit is given an order, it sets it's animation according to the order it was given.
//      If your going to set a units animation via triggers, you will have to use my replacement function.
//
////////////////////////////////////////////////////////////////////////////////////
library GetUnitAnimation initializer InitTrig requires AutoIndex, TimerUtils
    
    globals
        private constant real ACCURACY = 0.03 // How fast this updates the units animation
        private constant string DEFAULT_ANIMATION = "stand" // What the units default animation is
        private constant real POSITION_RADIUS = 50 // How far away from a units destination he must be for the animation to reset
    endglobals
    
    globals
        private string array lastAnimation
        private string array currentAnimation
        private timer array t
        private real array x
        private real array y
        private unit array ordered
        private boolean b = false
        private group g = CreateGroup()
    endglobals
    
    private function True takes nothing returns boolean
        return true
    endfunction
    
    private function Callback takes nothing returns nothing
        local integer id = GetTimerData(GetExpiredTimer())
        call GroupEnumUnitsInRange(g, x[id], y[id],  POSITION_RADIUS, Filter(function True))
        if IsTerrainPathable(GetUnitX(ordered[id]),GetUnitY(ordered[id]),PATHING_TYPE_WALKABILITY) then
            set currentAnimation[id] = "swim"
        endif
        if IsUnitInGroup(ordered[id], g) then
            set lastAnimation[id] = currentAnimation[id]
            set currentAnimation[id] = DEFAULT_ANIMATION
            call ReleaseTimer(t[id])
        else
            call TimerStart(t[id], ACCURACY, false, function Callback)
        endif
    endfunction
    
    function GetUnitLastAnimation takes unit u returns string
        return lastAnimation[GetUnitId(u)]
    endfunction
    
    function GetUnitAnimation takes unit u returns string
        return currentAnimation[GetUnitId(u)]
    endfunction
    
    function SetUnitAnimationEx takes unit whichUnit, string whichAnimation returns nothing
        local integer id = GetUnitId(whichUnit)
        set t[id] = NewTimer()
        set currentAnimation[id] = whichAnimation
        call SetUnitAnimation(whichUnit, whichAnimation)
        call SetTimerData(t[id], id)
        call TimerStart(t[id], ACCURACY, false, function Callback)
    endfunction
    
    private function SetLast takes nothing returns nothing
        local unit u = GetTriggerUnit()
        local string s = OrderId2String(GetIssuedOrderId())
        local integer id = GetUnitId(u)
        set ordered[id] = u
        set x[id] = GetOrderPointX()
        set y[id] = GetOrderPointY()
        if s == "smart" then
            if IsTerrainPathable(GetUnitX(ordered[id]),GetUnitY(ordered[id]),PATHING_TYPE_WALKABILITY) then
                set s = "swim"
            else
                set s = "walk"
            endif
        elseif s == "stop" then
            set s = "stand"
        endif
        call SetUnitAnimationEx(u, s)
        set u = null
    endfunction
    
    private function InitTrig takes nothing returns nothing
        local trigger t = CreateTrigger()
        call TriggerRegisterAnyUnitEventBJ(t, EVENT_PLAYER_UNIT_ISSUED_TARGET_ORDER)
        call TriggerRegisterAnyUnitEventBJ(t, EVENT_PLAYER_UNIT_ISSUED_POINT_ORDER)
        call TriggerRegisterAnyUnitEventBJ(t, EVENT_PLAYER_UNIT_ISSUED_ORDER)
        call TriggerAddAction(t, function SetLast)
    endfunction
endlibrary
 

BlackRose

Forum User
Reaction score
239
Definietly will come in handle for my Image Trail :)

EDIT: Install section of AutoIndex confuse me, should I just leave it?
FURTHER EDIT:
Leave it as in just copy and not touch anything at all?

Which one? Table version or Unit Custom Value. When I use: Table version:

Missing requirement: Table (libraries cannot require scopes)
 
Reaction score
341
Definietly will come in handle for my Image Trail :)

Thank you.

If anyone notices any animations that could occur, that I didn't already add then please state so.

attack,stand,walk,swim are all detected.


EDIT: Install section of AutoIndex confuse me, should I just leave it?

Now sure what you mean by "Just leave it", because this system requires it.

All you need to do is copy the AutoIndex trigger into your map.
 

BlackRose

Forum User
Reaction score
239
It starts showing that TimerUtils exceed max timer limit or something.... it works... but. BTW, what about spell animation? It also stuffed up my Jump spell featured in the Image Trail... I had to re download from my thread.
 
Reaction score
341
It starts showing that TimerUtils exceed max timer limit or something.... it works... but. BTW, what about spell animation?

If your are using red version, use blue if reds exceeding.

Working on casting now :(

EDIT: Detecting casting is going to make the system much longer and more complicated, it would be easier if you just used SetUnitAnimationEx at the beginning of your spell.

This may be one con of using this system.

Which one? Table version or Unit Custom Value. When I use: Table version
It doesn't matter which one. Though the table version requires Table by vexorian.
 

Vestras

Retired
Reaction score
249
JASS:
            call ReleaseTimer(t[id])
            call SetTimerData(t[id], id)
            call TimerStart(t[id], ACCURACY, false, function Callback)


This should say everything. WHAT THE FUCK dude? You release a timer and then you start it?

JASS:
call GroupEnumUnitsInRange(g, x[id], y[id],  POSITION_RADIUS, null)


Null boolexpr, bad.

Hell, it doesn't even WORK.
 

Jesus4Lyf

Good Idea™
Reaction score
397
>This should say everything. WHAT THE FUCK dude? You release a timer and then you start it?
Rofl, I was JUST about to post that, and then saw your post. I noticed because...
>It starts showing that TimerUtils exceed max timer limit
that is a SERIOUS error, don't brush it off.

Does this detect morph animations? :p

BlackRose: I recommend you not make any of your resources require this until it is at very least vaguely stable.
 
Reaction score
341
This should say everything. WHAT THE FUCK dude? You release a timer and then you start it

Calm down, holy shit, accident.

Null boolexpr, bad.

I heard they were only bad in events, I can't keep up these days :mad:

Does this detect morph animations?

It only detects the standard animations, so i guess this may not be that useful.

Hell, it doesn't even WORK.

Have you even tested it?

The animations I said work, work.

Anyways, this can probably be graveyarded, due to the lack of automatic animations it doesn't detect.
 

Romek

Super Moderator
Reaction score
964
> I heard they were only bad in events, I can't keep up these days
Quite the opposite, in fact. Source?

You also don't need TimerUtils for this. But.. As you wish:
> Anyways, this can probably be graveyarded, due to the lack of automatic animations it doesn't detect.

Just a note, you don't have to submit everything you 'create'.
 
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