Gliding system, units stop gliding when one collide with terrain?

Kazuga

Let the game begin...
Reaction score
110
Greetings, long story short I'm trying to make a gliding system in Jass. It's supposed to handle all forms of gliding/knockback in my and my friends map and I'm currently still working on it and got some issues with it.

When I test it I use a basic target location spell, when the spell is cast a trigger is run creating a dummy unit and giving the dummy it's own custom value and variable data fit for that specific spell.

The gliding system runs through every unit on the map each time, checking if it's in the AUDKBGroup (AllUnitDataKnockBackGroup), if it is it will be moved the distance towards the angle according to that specific unit's variable data.

Now sending out a dummy so it glides away works fine, until it hits something like deep water or a doodad. When it does all dummies immedietly stops and the "sticky" debug message starts to be spammed out, which is weird because from this spell that particular message should always be sent out because this spell is considered "sticky". (Variable set when the spell is cast.)

Anyways here is the code, I have been wrestling with it for about a week now and can't come up with a working solution (so much for long story short... ^^):

JASS:



function StickyCondition takes nothing returns boolean
    return GetBooleanAnd(IsUnitAliveBJ(GetFilterUnit()) == true,IsPlayerEnemy(GetOwningPlayer(GetFilterUnit()), GetOwningPlayer(GetEnumUnit())) == true)
endfunction




function Trig_Gliding_System3_Actions takes nothing returns nothing
    //call ForGroup(udg_AUDKBGroup,function Move)
    local integer LI = 0
    
    local unit U
    local real x
    local real y
    local real angle
    local boolean Homing 
    local boolean Stopable 
    local boolean Constantspeed 
    local real Speed 
    local real x2
    local real y2
    local location L1
    local location L2
    
    local real TR
    local integer temp = 0
    local unit TU
    local boolean TB = false
    local group TG
    local real TX = 0
    local real TY = 0
    //call BJDebugMsg("GHAAAA!")
    loop
        exitwhen LI >= 8100
        if (IsUnitInGroup(udg_AUDUnit[LI],udg_AUDKBGroup) == true) then
            //call BJDebugMsg("FFS Im running arent I?")
            set U = udg_AUDUnit[LI]
            set x = GetUnitX(U)
            set y = GetUnitY(U)
            set angle = udg_AUDKBAngle[LI]
            set Homing = udg_AUDKBHoming[LI]
            set Stopable = udg_AUDKBStopable[LI]
            set Constantspeed = udg_AUDKBUConstantSpeed[LI]
            set Speed = udg_AUDKBSpeed[LI]
            set x2 = x + Speed * Cos(angle*bj_DEGTORAD)
            set y2 = y + Speed * Sin(angle*bj_DEGTORAD)
        
        
        
        //********ROAR****
            if (RectContainsCoords(GetPlayableMapRect(),x2,y2) == true) then
                if(IsTerrainPathable(x2,y2, PATHING_TYPE_WALKABILITY) == true) then
              
//***********************************************************************************Kollar om "projektilen" är hemsökande!***************************************
                    if (Homing == true) then
                        set L1 = GetUnitLoc(U)
                        set L2 = GetUnitLoc(udg_AUDKBHomingTarget[LI])
                        set angle = AngleBetweenPoints(L1,L2)
                        set TR = DistanceBetweenPoints(L1,L2)
                        
                        if(TR <= Speed) then
                            set udg_AUDKBProjectileExpired[LI] = true
                            set udg_AUDKBSpeed[LI] = 0
                            call GroupRemoveUnitSimple(U,udg_AUDKBGroup)
                        else
                            set x2 = x + Speed * Cos(angle*bj_DEGTORAD)
                            set y2 = y + Speed * Sin(angle*bj_DEGTORAD)
                        endif
                        
                        call RemoveLocation(L1)
                        call RemoveLocation(L2)
                    endif
                    
        //***********************************************************************************Kollar om den har sjunkande hastighet! **********************************************************************************
                    if (Constantspeed == false) then
                        set udg_AUDKBSpeed[LI] = udg_AUDKBSpeed[LI] - 5
                        set Speed = udg_AUDKBSpeed[LI]
                    endif
                    
        //***********************************************************************************STICKY CHEEECK, Drar med sig alla runt omkring "projektilen"! ************************************************************
                    if (udg_AUDKBStickyCheck[LI] == true) then
                        call BJDebugMsg("sticky?")
                        call GroupEnumUnitsInRange(TG,x,y,udg_AUDKBStickyArea[LI],Condition(function StickyCondition))
                        loop
                            exitwhen TB == true
                            set TU = FirstOfGroup(TG)
                            if (TU != null) then
                                set TX = GetUnitX(TU) + Speed * Cos(angle*bj_DEGTORAD)
                                set TY = GetUnitY(TU) + Speed * Sin(angle*bj_DEGTORAD)
                                    
                                call SetUnitX(TU,TX)
                                call SetUnitY(TU,TY)
                            else
                                set TB = true
                            endif
                                
                        endloop
                        
                    endif
                
                else
        //***********************************************************************************Kollar om "projektilen" ska stanna vid kollission med t.ex berg och klippor, eller annan unpathable terräng!**********************
                    if (Stopable == true) then
                        call GroupRemoveUnitSimple(U,udg_AUDKBGroup)
                        set udg_AUDKBSpeed[LI] = 0
                    endif
                    
                
                endif
                
                call SetUnitX(U,x2)
                call SetUnitY(U,y2)
            else
                call GroupRemoveUnitSimple(U,udg_AUDKBGroup)
                set udg_AUDKBSpeed[LI] = 0
            
            
            endif
            
           
            
                
        endif    
        set LI = LI + 1
    endloop

endfunction

//===========================================================================
function InitTrig_Gliding_System takes nothing returns nothing
    set gg_trg_Gliding_System = CreateTrigger(  )
    call TriggerRegisterTimerEventPeriodic( gg_trg_Gliding_System, 0.03 )
    call TriggerAddAction( gg_trg_Gliding_System, function Trig_Gliding_System3_Actions )
endfunction


Any help possible would be welcome. :)
 
General chit-chat
Help Users
  • No one is chatting at the moment.

      The Helper Discord

      Members online

      Affiliates

      Hive Workshop NUON Dome World Editor Tutorials

      Network Sponsors

      Apex Steel Pipe - Buys and sells Steel Pipe.
      Top