Jump problem...

jig7c

Stop reading me...-statement
Reaction score
123
Hello,

I'm using emjlr3's Jump system (posted below) and my spell, (also posted below)

the problem is, when my hero jumps, 1) it kills the hero... 2) every thing on the map takes damage... even if it is on the other side of the map

can someone figure out what the problem is.. i'm pretty sure my spell is coded correctly...




jump spell template...
JASS:
//***************************************************************************
//*                                                                         *
//* Jumping Spell Template v3                                               *
//* ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯            **URL in the works                 *
//* Parabola function by Shadow1500                                         *
//* System by emjlr3                                                        *
//*                                                                         *
//* Requires:                                                               *
//* ¯¯¯¯¯¯¯¯¯                                                               *
//*                                                                         *
//* - A vJASS Preprocessor                                                 *
//*                                                                         *
//***************************************************************************

library JST initializer InitJST

globals
    // Speed at which unit's periodic movement is completed (.01-.04 recommended)
    private constant real Interval          = .025
    // Value which represents the arc of the jump movement (1.-2.), closer to 2. for a flatter arc
    private constant real Arc               = 1.3 
    // Rawcode of the Crow Form ability in your map.  This need only be changed if you have edited this ability
    // in which case, create a new, unedited copy and use it here
    private constant integer CrowForm       = 'Amrf' 
    // Rawcode of peasant unit in your map.  This need only be changed if you have edited this unit
    // in which case, create a new, unedited copy and ise it here
    private constant integer Peasant        = 'n001'
endglobals

//=====No touching past this point=====\\

globals
    private real Game_MaxX 
    private real Game_MinX 
    private real Game_MaxY 
    private real Game_MinY
    
    private constant real Runs = 1./Interval
    private constant integer HalfRuns = R2I(Runs/2.)
    
    private location L
    
    private sound S = CreateSoundFromLabel( "InterfaceError",false,false,false,10,10)
endglobals

private function Parabola takes real dist, real maxdist returns real
    local real t = (dist*2)/maxdist-1
    return (-t*t+1)*(maxdist/Arc)
endfunction
private function InitJST takes nothing returns nothing
    set Game_MaxX = GetRectMaxX(bj_mapInitialPlayableArea)-50.
    set Game_MinX = GetRectMinX(bj_mapInitialPlayableArea)+50.
    set Game_MaxY = GetRectMaxY(bj_mapInitialPlayableArea)-50.
    set Game_MinY = GetRectMinY(bj_mapInitialPlayableArea)+50.
endfunction

public function CheckLocPathing takes location l returns boolean
    local unit u = CreateUnitAtLoc( Player(13), Peasant, l, 0. )
    local real x = GetUnitX(u) - GetLocationX(l)
    local real y = GetUnitY(u) - GetLocationY(l)
    local boolean b = false
    
    if x < 1. and x > -1. and  y < 1. and y > -1. then        
        set b = true
    endif
    call ShowUnit(u,false)
    call KillUnit(u)
    
    call RemoveLocation(l)
    set u = null
    return b
endfunction

private function SafeX takes real x returns real
    if x<Game_MinX then
        return Game_MinX
    endif
    if x>Game_MaxX then
        return Game_MaxX
    endif
    return x
endfunction
private function SafeY takes real y returns real
    if y<Game_MinY then
        return Game_MinY
    endif
    if y>Game_MaxY then
        return Game_MaxY
    endif
    return y
endfunction

private struct dat
    unit u
    real area
    real damage
    real maxdist
    real movedist
    real cos
    real sin
    real diff
    real start_z
    string sfx  
    integer i = 0
endstruct

globals
    private timer T = CreateTimer()
    private dat array D
    private integer Total = 0
endglobals

//Spell:
private function Filt takes nothing returns boolean
    return IsUnitEnemy(GetFilterUnit(),bj_groupEnumOwningPlayer) and IsUnitType(GetFilterUnit(),UNIT_TYPE_FLYING)!=true
endfunction    
private function Damage takes unit u, real dam, real x, real y, real area returns nothing
    local group g = CreateGroup()
    local unit v

    set bj_groupEnumOwningPlayer = GetOwningPlayer(u)
    call GroupEnumUnitsInRange(g, x, y, area, Condition(function Filt))
    loop
        set v = FirstOfGroup(g)
        exitwhen v == null
        call GroupRemoveUnit(g,v)
        call UnitDamageTarget(u,v,dam,false,false,ATTACK_TYPE_NORMAL,DAMAGE_TYPE_NORMAL,null)
    endloop 
   
    call DestroyGroup(g)
    set g = null
endfunction

private function Movement takes nothing returns nothing
    local dat d
    local integer i = 1
    local real dist  
    local real height
    local real x
    local real y
    
    loop
        exitwhen i>Total
        set d = D<i>
    
        set d.i = d.i + 1
        set dist = d.i*d.movedist
        
        set L = GetUnitLoc(d.u)
        set height = GetLocationZ(L)
        if height&lt;d.start_z then
            set height = (d.start_z-height)+Parabola(dist,d.maxdist)
        elseif height&gt;d.start_z then
            if d.start_z+Parabola(dist,d.maxdist)&lt;=height then
                set height = 0.
            else
                set height = Parabola(dist,d.maxdist)-(height-d.start_z)
            endif
        else
            set height = Parabola(dist,d.maxdist)
        endif
        call RemoveLocation(L)
        
        call SetUnitX(d.u,SafeX(GetUnitX(d.u)+d.movedist*d.cos))
        call SetUnitY(d.u,SafeY(GetUnitY(d.u)+d.movedist*d.sin))
        call SetUnitFlyHeight(d.u,height,0.)
        debug call DisplayTextToPlayer(Player(0),0.,0.,&quot;ZLoc = &quot;+R2S(GetLocationZ(GetUnitLoc(d.u)))+&quot; : FlyHeight = &quot;+R2S(GetUnitFlyHeight(d.u)))
        if d.i == HalfRuns then
            call SetUnitTimeScale(d.u, 1.)
        elseif height&lt;=1. then
            call PauseUnit( d.u,false )
            call SetUnitPathing( d.u, true )           
            call SetUnitFlyHeight(d.u,GetUnitDefaultFlyHeight(d.u),0.) 
            set x = GetUnitX(d.u) + d.diff * d.cos
            set y = GetUnitY(d.u) + d.diff * d.sin 
            call DestroyEffect(AddSpecialEffect(d.sfx, x,y))  
            call Damage(d.u, d.area, x, y, d.damage)  
            
            call d.destroy() 
            set D<i> = D[Total]
            set Total = Total - 1
            set i = i - 1
            if Total==0 then
                call PauseTimer(T)
            endif
        endif
        
        set i = i + 1
    endloop
endfunction     

//===========================================================================
public function Cast takes unit u, real damage, real area, real diff, string anim, string sfx returns boolean
    local dat d      
    local real ux
    local real uy   
    local location l 
    local real ang
    local real x
    local real y 
    
    if u==null or damage&lt;0. or area&lt;0. then
        if GetLocalPlayer()==GetOwningPlayer(u) then
            call ClearTextMessages()
            call BJDebugMsg(&quot;|c00FF0000JST Error: Invalid inputs in function Cast.&quot;)
            call StartSound(S)
        endif
        return false
    endif
    
    set d = dat.create()       
    set ux = GetUnitX(u)
    set uy = GetUnitY(u)   
    set l = GetSpellTargetLoc() 
    set ang = Atan2((GetLocationY(l)-uy),(GetLocationX(l)-ux))
    set x = GetLocationX(l) - diff * Cos(ang)
    set y = GetLocationY(l) - diff * Sin(ang)
    
    set d.u = u
    set d.damage = damage
    set d.area = area
    set d.sfx = sfx
    set d.maxdist = SquareRoot((ux-x)*(ux-x) + (uy-y)*(uy-y))
    set d.cos = Cos(ang)
    set d.sin = Sin(ang)
    set d.movedist = d.maxdist/Runs
    set d.diff = diff
    set L = GetUnitLoc(d.u)
    set d.start_z = GetLocationZ(L)
    call RemoveLocation(L)
   
    call PauseUnit( u,true )
    call SetUnitPathing( u, false )
    call UnitAddAbility( u,CrowForm )
    call UnitRemoveAbility( u,CrowForm )
    call SetUnitAnimation(u, anim) 
    call SetUnitTimeScale(u, .30) 
    
    set Total = Total + 1
    if Total == 1 then
        call TimerStart(T,Interval,true,function Movement) 
    endif
    set D[Total] = d
    
    call RemoveLocation(l)
    set l = null 
    return true
endfunction

function CastWrap takes unit u, location loc, real damage, real area, string anim, string sfx returns boolean
    local dat d      
    local real ux
    local real uy   
    local location l 
    local real ang
    local real x
    local real y 
    local real diff = 30.
    
    if u==null or damage&lt;0. or area&lt;0. then
        if GetLocalPlayer()==GetOwningPlayer(u) then
            call ClearTextMessages()
            call BJDebugMsg(&quot;|c00FF0000JST Error: Invalid inputs in function Cast.&quot;)
            call StartSound(S)
        endif
        return false
    endif
    
    set d = dat.create()       
    set ux = GetUnitX(u)
    set uy = GetUnitY(u)   
    set l = loc
    set ang = Atan2((GetLocationY(l)-uy),(GetLocationX(l)-ux))
    set x = GetLocationX(l) - diff * Cos(ang)
    set y = GetLocationY(l) - diff * Sin(ang)
    
    set d.u = u
    set d.damage = damage
    set d.area = area
    set d.sfx = sfx
    set d.maxdist = SquareRoot((ux-x)*(ux-x) + (uy-y)*(uy-y))
    set d.cos = Cos(ang)
    set d.sin = Sin(ang)
    set d.movedist = d.maxdist/Runs
    set d.diff = diff
    set L = GetUnitLoc(d.u)
    set d.start_z = GetLocationZ(L)
    call RemoveLocation(L)
   
    call PauseUnit( u,true )
    call SetUnitPathing( u, false )
    call UnitAddAbility( u,CrowForm )
    call UnitRemoveAbility( u,CrowForm )
    call SetUnitAnimation(u, anim) 
    call SetUnitTimeScale(u, .30) 
    
    set Total = Total + 1
    if Total == 1 then
        call TimerStart(T,Interval,true,function Movement) 
    endif
    set D[Total] = d
    
    call RemoveLocation(l)
    set l = null 
    return true
endfunction

endlibrary</i></i>



my spell
JASS:
scope Jump initializer Init
private function Conditions takes nothing returns boolean
   return ( GetSpellAbilityId() == &#039;A007&#039; ) 
endfunction

private function Distance takes location locA, location locB returns real
    local real dx = GetLocationX(locB) - GetLocationX(locA)
    local real dy = GetLocationY(locB) - GetLocationY(locA)
    return SquareRoot(dx * dx + dy * dy)
endfunction

private function Actions takes nothing returns nothing
    local unit u = GetTriggerUnit()
    local location l = GetUnitLoc(u)
    local location k = GetSpellTargetLoc()
    local real dmg
    local string s
    local real d
    call SetUnitInvulnerable ( u, true )
    set d = Distance(l, k)
    set dmg = ( d * I2R(GetUnitLevel(u)) )
    call CastWrap( u, k, dmg, 200.00, &quot;slam&quot;, &quot;Abilities\\Spells\\Orc\\WarStomp\\WarStompCaster.mdl&quot; )
    call SetUnitInvulnerable (u, false)
    call TriggerSleepAction( 2 )
    set s = R2S(dmg)
    call CreateTextTagCrit (s, l)
    call RemoveLocation(l)
    call RemoveLocation(k)
    set s = null
    set u = null
endfunction


//===========================================================================
private function Init takes nothing returns nothing
    local trigger t = CreateTrigger()
    call TriggerRegisterAnyUnitEventBJ( t, EVENT_PLAYER_UNIT_SPELL_EFFECT )
    call TriggerAddCondition( t, Condition( function Conditions ) )
    call TriggerAddAction( t, function Actions )
endfunction
endscope
 

BlackRose

Forum User
Reaction score
239
the problem is, when my hero jumps, 1) it kills the hero... 2) every thing on the map takes damage... even if it is on the other side of the map

Do you mind uploading the map? I implemented your spell into the template map, and all goes correctly.
 

jig7c

Stop reading me...-statement
Reaction score
123
View attachment Tic Tac Toe .w3x

the map,
the tauren chieftain from the orc race has the jump as the ultimate...

there are also other bugs in the map... not sure what is causing what.. if you want to look at them, go ahead, if not, its ok...
I implemented EGUI on this map... i shouldn't have done that.. i'm actually trying to get rid of it somehow.. i should make a new thread on it

EDIT: actually don't worry, i deleted the map... the map had EGUI on it and i couldn't get rid of that EGUI thing, and i got pissed and deleted the entire map... it had too many bugs to fix it...

thanks for the help
 

tooltiperror

Super Moderator
Reaction score
231
You might as well inline it as a textmacro so you get clear code and inlining.

JASS:

//! textmacro DistanceBetweenPoints takes X1, X2, Y1, Y2
    SquareRoot((X2-X1)+(Y2-Y1)) // this looks wrong?
//! endtextmacro

local real targx=GetSpellTargetX()
local real targy=GetSpellTargetY()
local real startx=GetUnitX(GetTriggerUnit())
local real starty=GetUnitY(GetTriggerUnit())
local real Distance = //! runtextmacro DistanceBetweenPoints(&quot;targx&quot;, &quot;startx&quot;, &quot;targy&quot;, &quot;starty&quot;)
 

Sevion

The DIY Ninja
Reaction score
413
It looks wrong because it's supposed to be [ljass]SquareRoot((X2-X1) * (X2-X1) + (Y2-Y1) * (Y2-Y1))[/ljass]

Also, textmacros are ugly. Just write it out.... Shorter than writing that idiocy.
 
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