Shock Ring and custom scripts

HydraRancher

Truth begins in lies
Reaction score
197
1.ShockRing

Trigger:
  • Shock Ring
    • Events
      • Unit - A unit Begins casting an ability
    • Conditions
      • (Ability being cast) Equal to (==) Shock Ring
    • Actions
      • Set shockwavepoint = (Position of (Triggering unit))
      • Set RangeGroup = (Units within (300.00 + (75.00 x (Real((Level of Shock Ring for (Triggering unit)))))) of shockwavepoint matching ((Triggering unit) Not equal to (!=) (Matching unit)))
      • Unit Group - Pick every unit in RangeGroup and do (Actions)
        • Loop - Actions
          • Set ShockTargetPoint = (Position of (Picked unit))
          • Unit - Set the custom value of (Picked unit) to (Integer((Angle from shockwavepoint to ShockTargetPoint)))
          • Custom script: call RemoveLocation (udg_ShockTargetPoint)
      • Set Shockwaveangle = 0.00
        • Do Multiple ActionsFor each (Integer A) from 1 to 36, do (Actions)
          • Loop - Actions
            • Unit - Create 1 Zone Indicator (Custom Campaign) for (Triggering player) at shockwavepoint facing Shockwaveangle degrees
            • Set ShockWavePoint = (shockwavepoint offset by 30.00 towards Shockwaveangle degrees)
            • Unit - Add Breath of Shockwave (Dummy) to (Last created unit)
            • Unit - Set level of Breath of Shockwave (Dummy) for (Last created unit) to (Level of Shock Ring for (Triggering unit))
            • Unit - Order (Last created unit) to Neutral - Breath Of Frost ShockWavePoint
            • Unit - Add a 2.00 second Generic expiration timer to (Last created unit)
            • Set Shockwaveangle = (Shockwaveangle + 10.00)
            • Custom script: call RemoveLocation (udg_ShockWavePoint)
      • Custom script: call RemoveLocation (udg_shockwavepoint)
      • Custom script: call DestroyGroup (udg_RangeGroup)


Edit:added screenshot

errorshockring.png


heres my trigger, annoyingly sometimes the "shockwaves" dont fire and theres big gaps, why?

[del]2.Custom Script
JASS:
Custom script:   call SetUnitX(udg_PickedUnit, GetLocationX(udg_Slide_Slide_Point))

heres an attempt at custom script for me but the pickedunit part fails =( why?[/del]SOLVED
 

DarkSonicele

New Member
Reaction score
20
JASS:
Custom script:   call SetUnitX(udg_PickedUnit, GetLocationX(udg_Slide_Slide_Point))


Udg is User-defined Globals, and picked unit isn't a variable, let alone a global variable, unless you made one yourself called PickedUnit.
 

Romek

Super Moderator
Reaction score
964
Code:
call SetUnitX[COLOR="Red"]([/COLOR]PickedUnit[COLOR="red"])[/COLOR], GetLocationX(udg_Slide_Slide_Point))
You've got a syntax with the number of brackets there.
Also, Picked Unit is GetEnumUnit in Jass. It's also a function, so you need () after it.
JASS:
call SetUnitX(GetEnumUnit(), GetLocationX(udg_Slide_Slide_Point))
 

GetTriggerUnit-

DogEntrepreneur
Reaction score
129
First, Event is wrong. Put start the effect of an ability.

Trigger:
  • Unit - Create 1 Zone Indicator (Custom Campaign) for (Triggering player) at shockwavepoint facing Shockwaveangle degrees


mhm, triggering player?? --> Owner of (Triggering unit))

Trigger:
  • Set RangeGroup = (Units within (300.00 + (75.00 x (Real((Level of Shock Ring for (Triggering unit)))))) of shockwavepoint matching ((Triggering unit) Not equal to (!=) (Matching unit)))
    • Unit Group - Pick every unit in RangeGroup and do (Actions)
      • Loop - Actions
        • Set ShockTargetPoint = (Position of (Picked unit))
        • Unit - Set the custom value of (Picked unit) to (Integer((Angle from
        • shockwavepoint to ShockTargetPoint)))
        • Custom script: call RemoveLocation (udg_ShockTargetPoint)
<

Useless. Remove it, if it still doesn't work, post the triggers.
 

HydraRancher

Truth begins in lies
Reaction score
197
its not useless, its part of the buff that breath of frost puts.
Occasionaly the shockring fires perfect but thats 1 in 10
 

GetTriggerUnit-

DogEntrepreneur
Reaction score
129
1. Map.
2. Does the dummy, have walk type flying and collision 0?

If a dummy is created at the wrong place, when he'll cast, the effect will go in the wrong way.
 

darkreapers

New Member
Reaction score
6
set the dummy movement type as none, collision none. cause sometimes it might spawn in places where units on foot cant travel, if thats the case, it would not spawn.
 

HydraRancher

Truth begins in lies
Reaction score
197
I made it fly and collision 0, abillity still makes gaps.
I made it none and collision 0, abillity still makes gaps.
 
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