Reflect if missile comes in front, do not it it comes from behind

Leazy

You can change this now in User CP.
Hello!

I'm making a spell which reflects projectiles that hits the target in front of him. This is what I've got (with udg_Caster being the projectile and udg_Target being the target):

Trigger:
  • Defend Reflect
    • Events
    • Conditions
    • Actions
      • Set Point[10] = (Position of Target)
      • Set Point[20] = (Position of Caster)
      • Set Real[10] = (Angle from Point[1] to Point[2])
      • Set Real[20] = (Facing of Target)
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • Real[10] Less than 0.00
        • Then - Actions
          • Set Real[10] = (Real[10] + 360.00)
        • Else - Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • And - All (Conditions) are true
            • Conditions
              • And - All (Conditions) are true
                • Conditions
                  • Real[1] Greater than or equal to (Real[20] - 90.00)
                  • Real[1] Less than or equal to (Real[20] + 90.00)
        • Then - Actions
        • Else - Actions
          • Game - Display to (All players) the text: xxx
      • Custom script: call RemoveLocation (udg_Point[10])
      • Custom script: call RemoveLocation (udg_Point[20])


The problem now is that the message is always displayed despite if the missile hits the target in front of the target or behind the target. What am I doing wrong here?
 

KaerfNomekop

Swim, fishies. Swim through the veil of steel.
I do believe you're using the wrong point variables. You're setting Point[10] and Point[20], yet you use Point[1] and Point[2] to set your impact angle.
 

Leazy

You can change this now in User CP.
Ah, that was a simple mistake. Well now it reflects the projectile some times, but some times it doesn't (doesn't seem to depend on wether the projectile comes in front of the unit or from behind):

Trigger:
  • Defend Reflect
    • Events
    • Conditions
    • Actions
      • Set Point[10] = (Position of Target)
      • Set Point[20] = (Position of Caster)
      • Set Real[10] = (Angle from Point[10] to Point[20])
      • Set Real[20] = (Facing of Target)
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • Real[10] Less than 0.00
        • Then - Actions
          • Set Real[10] = (Real[10] + 360.00)
        • Else - Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • And - All (Conditions) are true
            • Conditions
              • And - All (Conditions) are true
                • Conditions
                  • Real[10] Greater than or equal to (Real[20] - 90.00)
                  • Real[10] Less than or equal to (Real[20] + 90.00)
        • Then - Actions
          • Set Action = True
        • Else - Actions
          • Set Action = False
          • Special Effect - Create a special effect attached to the origin of Target using Abilities\Spells\Human\Defend\DefendCaster.mdl
          • Special Effect - Destroy (Last created special effect)
          • Game - Display to (All players) the text: c
          • Unit - Create 1 (Unit-type of Caster) for (Owner of Target) at Point[20] facing (Angle from Point[10] to Point[20]) degrees
          • Unit - Set the custom value of (Last created unit) to (Custom value of Caster)
          • Unit - Remove Caster from the game
          • Set Caster = (Last created unit)
          • Unit Group - Add Caster to Projectile_Group
          • Unit Group - Add Caster to HungeringArrow_Group
      • Custom script: call RemoveLocation (udg_Point[10])
      • Custom script: call RemoveLocation (udg_Point[20])
 

RangerX

I am justice!
try not to use angles instead use areas in front and behind if the projectile enters the front area reflect if not don't [i don't make maps anymore so i can't help you with the targets ]
 

Imp Midna

Active Member
Your angel conditions are looking some kind of strange in general.
Trigger:
  • Set Real[10] = (Angle from Point[10] to Point[20])

would calculate the angel using a vector from the target to the projectile. And thats the wrong direction.
Your converting Real[10] from signed into unsigned. However, Real[20] remains signed.
Your calculating +/- 90 which would create wrong angels when Real[20] is > -90 / > 90. Reals are 32-bit floating point variables and the overflow occures at about 3.5e38 which is far far away.

i dont think the area idea is that good. It would require that you either have a static unit that can not move or that you constantly move those areas around which is... unneccesary.
 

KaerfNomekop

Swim, fishies. Swim through the veil of steel.
This works fine for me.
Trigger:
  • Set TempPoint = (Position of (Triggering unit))
    • Set TempPoint2 = (Position of (Target unit of ability being cast))
    • Set TempReal = (Angle from TempPoint2 to TempPoint)
    • Set TempReal2 = (Facing of (Target unit of ability being cast))
    • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      • If - Conditions
        • TempReal Greater than or equal to (TempReal2 - 90.00)
        • TempReal Less than or equal to (TempReal2 + 90.00)
      • Then - Actions
        • Game - Display to (All players) the text: Impact was in front.
      • Else - Actions
        • Game - Display to (All players) the text: Impact was from behind.
    • call Clear()

Are you deflecting when Action = True or False?
 

Leazy

You can change this now in User CP.
Thanks for the support guys! Deflecting is when Action = True. This is what I got now, and seems like it always deflects now (?)

Trigger:
  • Defend Reflect
    • Events
    • Conditions
      • (Target is in Defend_Group) Equal to True
    • Actions
      • Set Point[10] = (Position of Target)
      • Set Point[20] = (Position of Caster)
      • Set Real[10] = (Angle from Point[20] to Point[10])
      • Set Real[20] = (Facing of Target)
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • Real[10] Greater than or equal to (Real[20] - 90.00)
          • Real[10] Less than or equal to (Real[20] + 90.00)
        • Then - Actions
          • Set Action = True
        • Else - Actions
          • Set Action = False
          • Special Effect - Create a special effect attached to the origin of Target using Abilities\Spells\Human\Defend\DefendCaster.mdl
          • Special Effect - Destroy (Last created special effect)
          • Game - Display to (All players) the text: c
          • Unit - Create 1 (Unit-type of Caster) for (Owner of Target) at Point[20] facing (Angle from Point[10] to Point[20]) degrees
          • Unit - Set the custom value of (Last created unit) to (Custom value of Caster)
          • Unit - Remove Caster from the game
          • Set Caster = (Last created unit)
          • Unit Group - Add Caster to Projectile_Group
          • Unit Group - Add Caster to HungeringArrow_Group
      • Custom script: call RemoveLocation (udg_Point[10])
      • Custom script: call RemoveLocation (udg_Point[20])
 
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