Making a "Run Forward Into The God Damn Enemies" spell

Carl-Fredrik

New Member
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51
Hello everyone.

So I've been trying to make one of those spells... I've failed so far though :p

So I started out with "let's start with making the unit move forward".
This is what I made...:

JASS:
scope KodoRun initializer KodoRushInit

globals
    private timer TIMER = CreateTimer()
    private real INTERVAL = 0.03
    private integer FORLOOP = 1
    private real DAMAGE = 30
    private unit u = GetTriggerUnit()
    private location triggerloc = GetUnitLoc(u)
endglobals

private function Conditions takes nothing returns boolean
    if (GetSpellAbilityId() == 'A05A') then
    return true
    endif
    return false
endfunction

private function DoThisTimer takes nothing returns nothing
    local location triggerloc = GetUnitLoc(u)
    local location move = PolarProjectionBJ(triggerloc, 12.00, GetUnitFacing(u))
    call SetUnitX(u, GetLocationX(move))
    call SetUnitY(u, GetLocationY(move))
    set FORLOOP = FORLOOP + 1
    if FORLOOP == 100 then
        call PauseUnit(u, false)
        call PauseTimer(TIMER)
        set FORLOOP = 1
    endif
    call RemoveLocation(move)
    set move = null
endfunction

private function Actions takes nothing returns nothing
    local location loc = GetSpellTargetLoc()
    local location triggerloc = GetUnitLoc(u)
    call SetUnitFacing(u, AngleBetweenPoints(triggerloc, loc))
    call PauseUnit(u, true)
    call TimerStart(TIMER, INTERVAL, true, (function DoThisTimer))
    call RemoveLocation(loc)
    set loc = null
endfunction

private function KodoRushInit 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


Thing is... it does nothing :/ Or well, I think it pauses the unit for a short while, I'm not sure though..

So how do I make it move forward?
Thanks in advance!
// Carl-Fredrik
 

bOb666777

Stand against the ugly world domination face!
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117
locals don't pass over timers, you need to use a global or an attaching system.
 

Carl-Fredrik

New Member
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51
locals don't pass over timers, you need to use a global or an attaching system.

Isn't everything connected to the timers globals?

Please explain as neatly as you're able to, I'm learning currently :p

Edit:

Do you mean that I should make ALL variables globals?
 

Darthfett

Aerospace/Cybersecurity Software Engineer
Reaction score
615
Isn't everything connected to the timers globals?

Please explain as neatly as you're able to, I'm learning currently :p

local variables are specific to the function they are created in. That makes them MUI. However, that also means that they can't be used in other functions like a global can.

You did not "connnect" anything to the timer, and so the game has no way of knowing that your unit, "u" needs to be used in the callback function. This is what an Attachment System is for.

Take a look at a few attachment systems:
 

bOb666777

Stand against the ugly world domination face!
Reaction score
117
I don't actually recommend using (only) globals. It was more of in case you really don't understand how attachment systems work. The most basic way to make attachment systems is to use global arrays with unit custom values. But you can also use gamecache (although some people really seem to dislike this method) or structs (if you know vJass).
 

Carl-Fredrik

New Member
Reaction score
51
Do I need to know structs to use Cohadar's timer system?

I'm reading through the green text and I can't say I understand very much... :confused:

I probably shouldn't have tried making such a difficult spell.. :/

Edit: Oh crap... 24 minutes before allowed BUMP, I'll just hope the moderators find it ok :p
 

Flare

Stops copies me!
Reaction score
662
Do I need to know structs to use Cohadar's timer system?

I'm reading through the green text and I can't say I understand very much... :confused:

I probably shouldn't have tried making such a difficult spell.. :/

Edit: Oh crap... 24 minutes before allowed BUMP, I'll just hope the moderators find it ok :p
1) Ye, Cohadar's system is for struct attachment only, so you're gonna need to know how to use them (although the basics aren't too difficult)

2) Which particular parts of the documentation aren't you understanding?

3) Well, you have to start somewhere and, assuming you've done some more basic stuff already, it's senseless to just spend time repeating the stuff you already know and not learning anything new :p

4) I think we can let 24 mins slide ;)
 

Carl-Fredrik

New Member
Reaction score
51
1) Ye, Cohadar's system is for struct attachment only, so you're gonna need to know how to use them (although the basics aren't too difficult)

2) Which particular parts of the documentation aren't you understanding?

3) Well, you have to start somewhere and, assuming you've done some more basic stuff already, it's senseless to just spend time repeating the stuff you already know and not learning anything new :p

4) I think we can let 24 mins slide ;)

I guess you're right. I should spend some time learning it. I'm a lazy person, that's my only problem to be honest ;)

I just never realised what's so good with structs so I didn't spend time on learning them ^^
 
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