revive trigger not compiling

PrisonLove

Hard Realist
Reaction score
78
Okay so the goal here was to revive a unit (make a new one) when the old unit dies. If the player has lumber, the unit is revived at the location the old one died after 1 second, otherwise it will be revived after five seconds in one of many predetermined spots. I get an 'Expected a function name' error on a random line and don't know why. Here is the code:

JASS:
function PlayerReviveConditions takes nothing returns boolean
    local integer id = GetUnitTypeId(GetTriggerUnit())
    call BJDebugMsg("Dead unit Id is " + I2S(id))  //debugging
    return (id == 'h000' or id == 'h001' or id == 'h002' or id == 'h003')
endfunction


function PlayerReviveCallback takes nothing returns nothing
    local timer t = GetExpiredTimer()
    local integer id = GetHandleId(t)
    local unit u = LoadUnitHandle(udg_hash, id, 0)
    local real ux = LoadReal(udg_hash, id, 1)
    local real uy = LoadReal(udg_hash, id, 2)
    local boolean xtraLife = LoadBoolean(udg_hash, id, 3)
    local player p = GetOwningPlayer(u)
    local integer uid = GetUnitTypeId(u)
    local integer randomInt = GetRandomInt(1, udg_ReviveZoneMax)
    local real xmin = GetRectMinX(udg_ReviveZoneArray[randomInt])
    local real xmax = GetRectMaxX(udg_ReviveZoneArray[randomInt])
    local real ymin = GetRectMinY(udg_ReviveZoneArray[randomInt])
    local real ymax = GetRectMaxY(udg_ReviveZoneArray[randomInt])
    local real x = GetRandomReal(xmin, xmax)
    local real y = GetRandomReal(ymin, ymax)

    call BJDebugMsg("Callback entered")  //debugging

    if (xtraLife) then
        set x = ux
        set y = uy
    endif

    call DestroyEffect(AddSpecialEffect("Abilities\\Spells\\Human\\ReviveHuman\\ReviveHuman.mdl", x, y))
    call CreateUnit(p, uid, x, y, 270)
    call SelectUnitForPlayerSingle(GetLastCreatedUnit(), p)
    call PanCameraToForPlayer(p, x, y)
    call FlushChildHashtable(udg_hash, id)

    call BJDebugMsg("Hashtable flushed")  //debugging

    call PauseTimer(t)
    call DestroyTimer(t)
    set t = null
    set u = null
endfunction


function PlayerReviveActions takes nothing returns nothing
    local unit u = GetTriggerUnit()
    local player p = GetOwningPlayer(u)
    local integer i = GetPlayerId(p) + 1
    local real x = GetUnitX(u)
    local real y = GetUnitY(u)
    local timer t = CreateTimer()
    local real timeout = 5
    local integer id = GetHandleId(t)
    local integer playerLumber = GetPlayerState(p, PLAYER_STATE_RESOURCE_LUMBER)
    local boolean xtraLife = false

    set udg_damageAmount<i> = 20
    set udg_attackRange<i> = 100
    set udg_offsetRange<i> = 50

    if (playerLumber &gt;= 1) then
        call SetPlayerState(p, PLAYER_STATE_RESOURCE_LUMBER, playerLumber - 1)
        set timeout = 1
        set xtraLife = true
    endif

    call SaveUnitHandle(udg_hash, id, 0, u)
    call SaveReal(udg_hash, id, 1, x)
    call SaveReal(udg_hash, id, 2, y)
    call SaveBoolean(udg_hash, id, 3, xtraLife)

    call BJDebugMsg(&quot;Values saved&quot;)  //debugging

    call TimerStart(t, timeout, false, function PlayerReviveCallback)

    set u = null
    set p = null
    set t = null
endfunction

//===========================================================================
function InitTrig_PlayerRevive takes nothing returns nothing
    local trigger t = CreateTrigger(  )
    call TriggerRegisterAnyUnitEventBJ( t, EVENT_PLAYER_UNIT_DEATH )
    call TriggerAddCondition( t, Condition( function PlayerReviveConditions ) )
    call TriggerAddAction( t, function PlayerReviveActions )
    set t = null
endfunction
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the Immortal

I know, I know...
Reaction score
51
[ljass]function PlayerReviveConiditions takes nothing returns boolean[/ljass]

[ljass]PlayerReviveConiditions[/ljass]

[ljass]Coniditions[/ljass]

Simply a misstyped function name, I suppose.
 

PrisonLove

Hard Realist
Reaction score
78
My god, how did I not see that, lol. Thanks, good catch.

Now it compiles but it doesn't work. Can anyone see why? All of the global variables are properly initialized.
 

hgkjfhfdsj

Active Member
Reaction score
55
add bjdebugmsg. (the usual :p)

are you reviving normal units?
test by adding either getunitname or unittypeid in callback.

if you are, save player into hashtable and use that as reference (rather than the null unit)
 

PrisonLove

Hard Realist
Reaction score
78
So after adding debug messages to the code, I have found that it enters the callback function and flushes the hashtable, but the unit is never revived. Any ideas why?

Edit: okay I got the unit to revive, it turns out since the unit has no decay I couldn't reference it after the 5 seconds were up. Now the unit revives and the camera pans, but the unit isn't selected. Is there a reason for this? lol

Edit 2: never mind, I got it working. Thanks for the help.
 
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