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... ^^):
Any help possible would be welcome.
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.