Healing Wave Not Bouncing

WolfieeifloW

WEHZ Helper
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I have a dummy unit that's flying so that when he casts the Healing Wave it comes down, hence the reason why God is in the name of this spell.
When the spell is cast, the caster gets healed but the heal doesn't bounce to nearby allies.

I've no clue if it's the coding or the spell/dummy itself.
If needed, I can upload the map.
JASS:
scope GodsRightHand initializer GRInit

    globals
        private constant integer GR_ID = 'A000'
        private constant integer WH_ID = 'A001'
        private constant integer DUM_ID = 'n000'
        private constant string WHORDER = "healingwave"
    endglobals
    
    private function HEAL takes integer level returns integer
        return (level * 50)
    endfunction
    
    
    private function GRConditions takes nothing returns boolean
        return (GetSpellAbilityId() == GR_ID)
    endfunction
    
    private function GRActions takes nothing returns nothing
        local unit tu = GetTriggerUnit()
        local integer QT = GetUnitAbilityLevel(tu, GR_ID)
        local unit u
        
        set u = CreateUnit(GetOwningPlayer(tu), DUM_ID, GetUnitX(tu), GetUnitY(tu), bj_UNIT_FACING)
        call UnitAddAbility(u, WH_ID)
        call SetUnitAbilityLevel(u, WH_ID, QT)
        call IssueTargetOrder(u, WHORDER, tu)
        call UnitRemoveAbility(u, WH_ID)
        call UnitApplyTimedLife(u, 'BTLF', 2.00)
        call SetUnitState(tu, UNIT_STATE_LIFE, GetUnitState(tu, UNIT_STATE_LIFE) + HEAL(QT))
        set u = null
        set tu = null
    endfunction

//====================================================================================================
    private function GRInit takes nothing returns nothing
        local trigger t = CreateTrigger()
        local integer i = 0
        
        loop
            call TriggerRegisterPlayerUnitEvent(t, Player(i), EVENT_PLAYER_UNIT_SPELL_EFFECT, null)
            set i = i + 1
        exitwhen i == bj_MAX_PLAYER_SLOTS
        endloop
        call TriggerAddCondition(t, Condition(function GRConditions))
        call TriggerAddAction(t, function GRActions)
    endfunction

endscope
 

Kenny

Back for now.
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What is the units fly height? Maybe it is higher then the distance allowed for bouncing.
 

WolfieeifloW

WEHZ Helper
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The dummy's height is 750.
It comes down, hits the caster, and should then bounce to nearby units.

It bounces from the caster, which is at ground level (or is supposed to) .

EDIT: I'm off to bed so I'll upload the map if anyone can take a look for me.
 

WolfieeifloW

WEHZ Helper
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372
Why remove that?
I don't want the dummy to permanently have the ability?
Or does he automatically just lose it when he dies?
 

kingkingyyk3

Visitor (Welcome to the Jungle, Baby!)
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Dummy will be removed by warcraft engine, so that functions is pretty useless in dummy.
 

WolfieeifloW

WEHZ Helper
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I know the dummy gets removed but I was asking if the skill is taken off the dummy when it dies.

Also, it works without the remove line but the lightning effects don't come down from the sky like they should?
 

~GaLs~

† Ғσſ ŧħə ѕαĸε Φƒ ~Ğ䣚~ †
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180
>>made a GUI version of your spell
Wow! Pro!

SOLVED
Remove the line call UnitRemoveAbility(u, WH_ID)

>>but the lightning effects don't come down from the sky like they should?
Try add a model to the dummy and set it higher than the camera bound.

*not tested, :p.
 

WolfieeifloW

WEHZ Helper
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It still doesn't show the lightning effects coming from the sky.


EDIT: It seems the unit doesn't even fly...
The dummy spawns right on top of the hero instead of up in the air.

EDITEDIT: It works now.
Don't know what I changed but it works :p .
[del]I'll look into what made it work so others can know.[/del]
Stats - Is a building must be False.
 

~GaLs~

† Ғσſ ŧħə ѕαĸε Φƒ ~Ğ䣚~ †
Reaction score
180
>>Stats - Is a building must be False.
Isn't it false by default?
 
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