JASS code makes map not work - not sure why

Jackal

You can change this now in User CP... or Die Tryin
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I am not a JASSer, as such. I can understand snippets but not really the thing as a whole, and certainly I cannot write my own code without reference material. However, in my quest to get a good third/first person camera, I ended up venturing into JASS territory because I was not satisfied with the GUI ones I could make and the GUI systems available. So, I came across http://www.hiveworkshop.com/forums/...ials-280/advanced-third-person-camera-145836/ which I tested in the world editor and it worked perfectly. However, once I change anything at all, or import it into my map, the trigger can be saved without NewGen throwing up any errors, but I cannot test the map. If I do try to test the map from WE I just get sent to the main menu of Warcraft III.

The below code is the same as the code in the attached map of the linked system, with the minor change of replacing udg_player with udg_Hero (for the sake of integration with my own map).

Code:
//TESH.scrollpos=5
//TESH.alwaysfold=0
function Trig_Multiplayer_Camera_Actions takes nothing returns nothing
    
    local boolean b
    local integer i = 1
    local location l
    local real aoa
    local real v
    local real x
    local real y
    local real z
    local real x1
    local real y1
    local real z1
    
    loop
        if udg_Hero[i] != null and (GetWidgetLife(udg_Hero[i]) > 0.405) then
            set v = 25
            set x = GetUnitX(udg_Hero[i])
            set y = GetUnitY(udg_Hero[i])
            set l = Location(x, y)
            set z = GetLocationZ(l)
            call RemoveLocation(l)
            set x1 = x + 64 * Cos(GetUnitFacing(udg_Hero[i]) * bj_DEGTORAD)
            set y1 = y + 64 * Sin(GetUnitFacing(udg_Hero[i]) * bj_DEGTORAD)
            set l = Location(x1, y1)
            set z1 = GetLocationZ(l)
            call RemoveLocation(l)
            call SetCameraZ(Player(i - 1), z + 128)
            loop
                set x1 = x - v * Cos(GetUnitFacing(udg_Hero[i]) * bj_DEGTORAD)
                set y1 = y - v * Sin(GetUnitFacing(udg_Hero[i]) * bj_DEGTORAD)
                set b = IsTerrainPathingType(x1, y1, TERRAIN_PATHING_WALKABLE)
                    if ((b == true) and (v < 450)) then
                    set v = v + 25
                    elseif ((b == false) or (v == 450)) then
                    exitwhen true
                    endif
            endloop
            if GetLocalPlayer() == Player(i - 1) then
                call SetCameraField(CAMERA_FIELD_ROTATION, GetUnitFacing(udg_Hero[i]), 0.08)
                call SetCameraField(CAMERA_FIELD_TARGET_DISTANCE, v, 0.08)
                call SetCameraField(CAMERA_FIELD_ANGLE_OF_ATTACK, 335 + ((z1 - z) * 0.5), 0.32)
                call SetCameraField(CAMERA_FIELD_FIELD_OF_VIEW, 120, 0)
                call SetCameraField(CAMERA_FIELD_FARZ, 5000, 5)
                call SetCameraTargetController(udg_Hero[i], 0, 0, false)
            endif
            exitwhen i == 1
            set i = i + 1
        endif
    endloop
    
    set l = null

endfunction

function InitTrig_Multiplayer_Camera takes nothing returns nothing
    set gg_trg_Multiplayer_Camera = CreateTrigger(  )
    call TriggerRegisterTimerEventPeriodic( gg_trg_Multiplayer_Camera, 0.04 )
    call TriggerAddAction( gg_trg_Multiplayer_Camera, function Trig_Multiplayer_Camera_Actions )
endfunction

So, what is the problem and how can I fix it?
 

Dirac

22710180
Reaction score
147
I have no idea.

Is your wc3 at the latest version?

i would try to change GetWidgetLife(whichUnit) to GetUnitState(whichUnit,UNIT_STATE_LIFE) and test again
 

dudeim

New Member
Reaction score
22
Why would he change that? Pretty sure GetWidgetLife is faster then GetUnitState and it shouldn't matter for making wc3 work:p
 

Dirac

22710180
Reaction score
147
Again i have no idea why it wouldn't work, but maybe his current warcraft version dons't know GetWidgetLife function
 

Jedi

New Member
Reaction score
63
Try that one
JASS:
function Trig_Multiplayer_Camera_Actions takes nothing returns nothing
    
    local boolean b
    local integer i = 1
    local location l
    local real aoa
    local real v
    local real x
    local real y
    local real z
    local real x1
    local real y1
    local real z1
    
    loop
        if udg_Hero<i> != null and (GetWidgetLife(udg_Hero<i>) &gt; 0.405) then
            set v = 25
            set x = GetUnitX(udg_Hero<i>)
            set y = GetUnitY(udg_Hero<i>)
            set l = Location(x, y)
            set z = GetLocationZ(l)
            call RemoveLocation(l)
            set x1 = x + 64 * Cos(GetUnitFacing(udg_Hero<i>) * bj_DEGTORAD)
            set y1 = y + 64 * Sin(GetUnitFacing(udg_Hero<i>) * bj_DEGTORAD)
            set l = Location(x1, y1)
            set z1 = GetLocationZ(l)
            call RemoveLocation(l)
            //call SetCameraField(CAMERA_FIELD_ZOFFSET, z + 128.00, 0.00)
            //call SetCameraZ(Player(i - 1), z + 128)
            loop
                set x1 = x - v * Cos(GetUnitFacing(udg_Hero<i>) * bj_DEGTORAD)
                set y1 = y - v * Sin(GetUnitFacing(udg_Hero<i>) * bj_DEGTORAD)
                //set b = IsTerrainPathingType(x1, y1, PATHING_TYPE_WALKABILITY)
                set b = IsTerrainPathable(x1, y1, PATHING_TYPE_WALKABILITY)
                    if ((b == true) and (v &lt; 450)) then
                    set v = v + 25
                    elseif ((b == false) or (v == 450)) then
                    exitwhen true
                    endif
            endloop
            if GetLocalPlayer() == Player(i - 1) then
                call SetCameraField(CAMERA_FIELD_ZOFFSET, z + 128.00, 0.00)
                call SetCameraField(CAMERA_FIELD_ROTATION, GetUnitFacing(udg_Hero<i>), 0.08)
                call SetCameraField(CAMERA_FIELD_TARGET_DISTANCE, v, 0.08)
                call SetCameraField(CAMERA_FIELD_ANGLE_OF_ATTACK, 335 + ((z1 - z) * 0.5), 0.32)
                call SetCameraField(CAMERA_FIELD_FIELD_OF_VIEW, 120, 0)
                call SetCameraField(CAMERA_FIELD_FARZ, 5000, 5)
                call SetCameraTargetController(udg_Hero<i>, 0, 0, false)
            endif
            exitwhen i == 1
            set i = i + 1
        endif
    endloop
    
    set l = null

endfunction

function InitTrig_Multiplayer_Camera takes nothing returns nothing
    set gg_trg_Multiplayer_Camera = CreateTrigger(  )
    call TriggerRegisterTimerEventPeriodic( gg_trg_Multiplayer_Camera, 0.04 )
    call TriggerAddAction( gg_trg_Multiplayer_Camera, function Trig_Multiplayer_Camera_Actions )
endfunction</i></i></i></i></i></i></i></i></i></i>
 
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