Some jass questions

Kazuga

Let the game begin...
Reaction score
110
"I don't see what diffrence that would make=/ Also he thinks that it's a real value for some reason..."
The idea was to be able to pass the struct unit to the Effect function, then use it from there because I thought there was a wait in Effect (which would've fucked up the MUI, unless the function took a second unit argument)
With "he" I ment the world editor :p.

Hm no diffrence... The functions still isn't called =/
JASS:
library HAILInit requires HAIL
//! runtextmacro HAIL_CreateProperty ("Data", "integer", "")
endlibrary
scope Lightnings initializer Lightning

globals
group z
private constant integer raw = 'A001'
real damage = 200
unit unitx = GetTriggerUnit()
endglobals
private struct TestStruct
unit dummy
unit target
real tx
real ty
timer SlideTimer
unit caster
endstruct

private function Conditions takes nothing returns boolean
return GetSpellAbilityId() == raw
endfunction
function Trig_Lightnings_FilterCondition takes nothing returns boolean
    
    return GetWidgetLife( GetFilterUnit() ) > 0.405 and IsUnitEnemy( GetFilterUnit(), GetOwningPlayer( unitx ) ) == true
    
endfunction
function Trig_Lightnings_Func001A takes nothing returns nothing
    call BJDebugMsg("damage1")
    call UnitDamageTarget(unitx, GetEnumUnit(), damage,true, false, ATTACK_TYPE_NORMAL, DAMAGE_TYPE_UNIVERSAL, WEAPON_TYPE_WHOKNOWS)
    call BJDebugMsg("damage")
   endfunction

private function Effect takes real myX, real myY, unit Target returns nothing
    local real x
    local real y
    local real x2
    local real y2
    local real real1 = 0
    local unit dummy
    
    
    set x  = myX + 300 * Cos((45)  * bj_DEGTORAD)
    set y  = myY + 300 * Sin((45)  * bj_DEGTORAD)
    set x2 = myX + 300 * Cos((315) * bj_DEGTORAD)
    set y2 = myY + 300 * Sin((315) * bj_DEGTORAD)
    
    call TimedLightning ("CLPB", x2, y2, 0, myX, myY, 0, 2., true, 1, 0)
    call TimedLightning ("CLPB", x, y, 0, myX, myY, 0, 2., true, 1, 0)

    set x  = myX + 300 * Cos((125)  * bj_DEGTORAD)
    set y  = myY + 300 * Sin((125)  * bj_DEGTORAD)
    set x2 = myX + 300 * Cos((225) * bj_DEGTORAD)
    set y2 = myY + 300 * Sin((225) * bj_DEGTORAD)
    
    call TimedLightning ("CLPB", x2, y2, 0, myX, myY, 0, 2., true, 1, 0)
    call TimedLightning ("CLPB", x, y, 0, myX, myY, 0, 2., true, 1, 0)

    call PauseUnit(Target,false)

    set z = GetUnitsInRangeOfLocMatching(500, GetUnitLoc(GetTriggerUnit()), Condition(function Trig_Lightnings_FilterCondition))
    call ForGroup( z, function Trig_Lightnings_Func001A )
  call AddSpecialEffect("Abilities\\Spells\\Other\\Monsoon\\MonsoonBoltTarget.mdl",myX,myY)  
endfunction



private function Slide takes nothing returns nothing
local TestStruct data = GetData (GetExpiredTimer ())
local real x = GetUnitX(data.dummy)
local real y = GetUnitY(data.dummy)
local real newX
local real newY
local real angle
local real distance
local real real1=45
local real x2 
local real y2 



set data.tx    = GetUnitX(data.target)
set data.ty    = GetUnitY(data.target)
set angle = Atan2(data.ty-y,data.tx-x)
set newX  = x + 10 *Cos(angle)
set newY  = y + 10 *Sin(angle)

call SetUnitPosition(data.dummy,newX,newY)
set distance=SquareRoot( (x-data.tx)*(x-data.tx) + (y-data.ty)*(y-data.ty) )
if distance < 20 then
    call PauseTimer (data.SlideTimer)
    call ResetData (data.SlideTimer)
    call DestroyTimer (data.SlideTimer)
    call PauseUnit (data.target,true)
    call RemoveUnit(data.dummy)
    call data.destroy ()
    set data.caster = unitx
    call Effect( data.tx, data.ty, data.target)

endif
endfunction


private function Actions takes nothing returns nothing
local TestStruct data = TestStruct.create ()
local unit Unit                    = GetTriggerUnit()
local real real1                   = GetUnitFacing(GetTriggerUnit())

local real x = GetUnitX(GetTriggerUnit())
local real y = GetUnitY(GetTriggerUnit())

local real x2 = x + 300 * Cos((real1+145)*bj_DEGTORAD)
local real y2 = y + 300 * Sin((real1+145)*bj_DEGTORAD)

local real x3 = x + 300 * Cos((real1+180)*bj_DEGTORAD)
local real y3 = y + 300 * Sin((real1+180)*bj_DEGTORAD)

local real x4 = x + 300 * Cos((real1+215)*bj_DEGTORAD)
local real y4 = y + 300 * Sin((real1+215)*bj_DEGTORAD)
local effect special1

set data.SlideTimer = CreateTimer()
set data.target = (GetSpellTargetUnit())
set special1 = AddSpecialEffect("Abilities\\Spells\\NightElf\\Starfall\\StarfallCaster.mdl",x,y)
call TriggerSleepAction (0.1)
call AddSpecialEffect("Abilities\\Weapons\\Bolt\\BoltImpact.mdl",x2,y2)
call AddSpecialEffect("Abilities\\Weapons\\Bolt\\BoltImpact.mdl",x3,y3)
call AddSpecialEffect("Abilities\\Weapons\\Bolt\\BoltImpact.mdl",x4,y4)
call AddSpecialEffect("Abilities\\Spells\\Other\\Monsoon\\MonsoonBoltTarget.mdl",x,y)
call PauseUnit (Unit, true)

call TimedLightning ("CLPB", x, y, 0, x2, y2, 0, 2., true, 1, 0)
call TimedLightning ("CLPB", x, y, 0, x3, y3, 0, 2., true, 1, 0)
call TimedLightning ("CLPB", x, y, 0, x4, y4, 0, 2., true, 1, 0)


call TriggerSleepAction (1)
call DestroyEffect(special1)
set data.dummy = CreateUnit (GetOwningPlayer(Unit),'h001',x,y,0)
call SetUnitPathing(data.dummy, false )
call PauseUnit (Unit, false)
call TimerStart (data.SlideTimer,0.05,true, function Slide)
call SetData (data.SlideTimer, data)
set Unit = null

endfunction


//===========================================================================

private function SafeFilt takes nothing returns boolean
return true
endfunction
private function Lightning takes nothing returns nothing
 local trigger trig = CreateTrigger()
local integer i = 0
loop
    exitwhen i > 15
    call TriggerRegisterPlayerUnitEvent(trig,Player(i),EVENT_PLAYER_UNIT_SPELL_EFFECT,Condition(function SafeFilt))
    set i = i + 1
endloop
 call TriggerAddCondition (trig, Condition (function Conditions ) )
 call TriggerAddAction (trig, function Actions )
 set trig = null
 endfunction

endscope
 

Larcenist

REP: Respect, Envy, Prosperity?
Reaction score
211
JASS:
    call data.destroy ()
    set data.caster = unitx
    call Effect( data.tx, data.ty, data.target)


This is in your slide trigger, you're destroying the struct before calling the functions etc. Change it to the following:

JASS:
    set data.caster = unitx
    call Effect( data.tx, data.ty, data.target)
    call data.destroy ()
 

Kazuga

Let the game begin...
Reaction score
110
Flare, the unitx variable needs to be instalized (ye I know I suck at spelling^^).
JASS:

function Trig_Lightnings_FilterCondition takes nothing returns boolean
    call BJDebugMsg("filter")
    return GetWidgetLife( GetFilterUnit() ) > 0.405 and IsUnitEnemy( GetFilterUnit(), GetOwningPlayer( unitx ) ) == true
    
endfunction

Message isn't seen =/

Lacenist, fixed what you pointed out. No diffrence though =/

Current code:
JASS:
library HAILInit requires HAIL
//! runtextmacro HAIL_CreateProperty ("Data", "integer", "")
endlibrary
scope Lightnings initializer Lightning

globals
group z
private constant integer raw = 'A001'
real damage = 200
unit unitx = GetTriggerUnit()
endglobals
private struct TestStruct
unit dummy
unit target
real tx
real ty
timer SlideTimer
unit caster
endstruct

private function Conditions takes nothing returns boolean
return GetSpellAbilityId() == raw
endfunction
function Trig_Lightnings_FilterCondition takes nothing returns boolean
    call BJDebugMsg("filter")
    return GetWidgetLife( GetFilterUnit() ) > 0.405 and IsUnitEnemy( GetFilterUnit(), GetOwningPlayer( unitx ) ) == true
    
endfunction
function Trig_Lightnings_Func001A takes nothing returns nothing
    call BJDebugMsg("damage1")
    call UnitDamageTarget(unitx, GetEnumUnit(), damage,true, false, ATTACK_TYPE_NORMAL, DAMAGE_TYPE_UNIVERSAL, WEAPON_TYPE_WHOKNOWS)
    call BJDebugMsg("damage")
   endfunction

private function Effect takes real myX, real myY, unit Target returns nothing
    local real x
    local real y
    local real x2
    local real y2
    local real real1 = 0
    local unit dummy
    
    
    set x  = myX + 300 * Cos((45)  * bj_DEGTORAD)
    set y  = myY + 300 * Sin((45)  * bj_DEGTORAD)
    set x2 = myX + 300 * Cos((315) * bj_DEGTORAD)
    set y2 = myY + 300 * Sin((315) * bj_DEGTORAD)
    
    call TimedLightning ("CLPB", x2, y2, 0, myX, myY, 0, 2., true, 1, 0)
    call TimedLightning ("CLPB", x, y, 0, myX, myY, 0, 2., true, 1, 0)

    set x  = myX + 300 * Cos((125)  * bj_DEGTORAD)
    set y  = myY + 300 * Sin((125)  * bj_DEGTORAD)
    set x2 = myX + 300 * Cos((225) * bj_DEGTORAD)
    set y2 = myY + 300 * Sin((225) * bj_DEGTORAD)
    
    call TimedLightning ("CLPB", x2, y2, 0, myX, myY, 0, 2., true, 1, 0)
    call TimedLightning ("CLPB", x, y, 0, myX, myY, 0, 2., true, 1, 0)

    call PauseUnit(Target,false)

    set z = GetUnitsInRangeOfLocMatching(500, GetUnitLoc(GetTriggerUnit()), Condition(function Trig_Lightnings_FilterCondition))
    call ForGroup( z, function Trig_Lightnings_Func001A )
  call AddSpecialEffect("Abilities\\Spells\\Other\\Monsoon\\MonsoonBoltTarget.mdl",myX,myY)  
endfunction



private function Slide takes nothing returns nothing
local TestStruct data = GetData (GetExpiredTimer ())
local real x = GetUnitX(data.dummy)
local real y = GetUnitY(data.dummy)
local real newX
local real newY
local real angle
local real distance
local real real1=45
local real x2 
local real y2 



set data.tx    = GetUnitX(data.target)
set data.ty    = GetUnitY(data.target)
set angle = Atan2(data.ty-y,data.tx-x)
set newX  = x + 10 *Cos(angle)
set newY  = y + 10 *Sin(angle)

call SetUnitPosition(data.dummy,newX,newY)
set distance=SquareRoot( (x-data.tx)*(x-data.tx) + (y-data.ty)*(y-data.ty) )
if distance < 20 then
    call PauseTimer (data.SlideTimer)
    call ResetData (data.SlideTimer)
    call DestroyTimer (data.SlideTimer)
    call PauseUnit (data.target,true)
    call RemoveUnit(data.dummy)
    set data.caster = unitx
    call Effect( data.tx, data.ty, data.target)
    call data.destroy ()
endif
endfunction


private function Actions takes nothing returns nothing
local TestStruct data = TestStruct.create ()
local unit Unit                    = GetTriggerUnit()
local real real1                   = GetUnitFacing(GetTriggerUnit())

local real x = GetUnitX(GetTriggerUnit())
local real y = GetUnitY(GetTriggerUnit())

local real x2 = x + 300 * Cos((real1+145)*bj_DEGTORAD)
local real y2 = y + 300 * Sin((real1+145)*bj_DEGTORAD)

local real x3 = x + 300 * Cos((real1+180)*bj_DEGTORAD)
local real y3 = y + 300 * Sin((real1+180)*bj_DEGTORAD)

local real x4 = x + 300 * Cos((real1+215)*bj_DEGTORAD)
local real y4 = y + 300 * Sin((real1+215)*bj_DEGTORAD)
local effect special1

set data.SlideTimer = CreateTimer()
set data.target = (GetSpellTargetUnit())
set special1 = AddSpecialEffect("Abilities\\Spells\\NightElf\\Starfall\\StarfallCaster.mdl",x,y)
call TriggerSleepAction (0.1)
call AddSpecialEffect("Abilities\\Weapons\\Bolt\\BoltImpact.mdl",x2,y2)
call AddSpecialEffect("Abilities\\Weapons\\Bolt\\BoltImpact.mdl",x3,y3)
call AddSpecialEffect("Abilities\\Weapons\\Bolt\\BoltImpact.mdl",x4,y4)
call AddSpecialEffect("Abilities\\Spells\\Other\\Monsoon\\MonsoonBoltTarget.mdl",x,y)
call PauseUnit (Unit, true)

call TimedLightning ("CLPB", x, y, 0, x2, y2, 0, 2., true, 1, 0)
call TimedLightning ("CLPB", x, y, 0, x3, y3, 0, 2., true, 1, 0)
call TimedLightning ("CLPB", x, y, 0, x4, y4, 0, 2., true, 1, 0)


call TriggerSleepAction (1)
call DestroyEffect(special1)
set data.dummy = CreateUnit (GetOwningPlayer(Unit),'h001',x,y,0)
call SetUnitPathing(data.dummy, false )
call PauseUnit (Unit, false)
call TimerStart (data.SlideTimer,0.05,true, function Slide)
call SetData (data.SlideTimer, data)
set Unit = null

endfunction


//===========================================================================

private function SafeFilt takes nothing returns boolean
return true
endfunction
private function Lightning takes nothing returns nothing
 local trigger trig = CreateTrigger()
local integer i = 0
loop
    exitwhen i > 15
    call TriggerRegisterPlayerUnitEvent(trig,Player(i),EVENT_PLAYER_UNIT_SPELL_EFFECT,Condition(function SafeFilt))
    set i = i + 1
endloop
 call TriggerAddCondition (trig, Condition (function Conditions ) )
 call TriggerAddAction (trig, function Actions )
 set trig = null
 endfunction

endscope
 

Kazuga

Let the game begin...
Reaction score
110
Wohoo the function is called^^ However it's called sort of 10+ times at once when it should only be called one time... Also the damage isn't dealt =/

Whole code
JASS:
library HAILInit requires HAIL
//! runtextmacro HAIL_CreateProperty ("Data", "integer", "")
endlibrary
scope Lightnings initializer Lightning

globals
group z
private constant integer raw = 'A001'
real damage = 200
unit unitx = GetTriggerUnit()
endglobals
private struct TestStruct
unit dummy
unit target
real tx
real ty
timer SlideTimer
unit caster
endstruct

private function Conditions takes nothing returns boolean
return GetSpellAbilityId() == raw
endfunction
function Trig_Lightnings_FilterCondition takes nothing returns boolean
    call BJDebugMsg("filter")
    return GetWidgetLife( GetFilterUnit() ) > 0.405 and IsUnitEnemy( GetFilterUnit(), GetOwningPlayer( unitx ) ) == true
    
endfunction
function Trig_Lightnings_Func001A takes nothing returns nothing
    call BJDebugMsg("damage1")
    call UnitDamageTarget(unitx, GetEnumUnit(), damage,true, false, ATTACK_TYPE_NORMAL, DAMAGE_TYPE_UNIVERSAL, WEAPON_TYPE_WHOKNOWS)
    call BJDebugMsg("damage")
   endfunction

private function Effect takes real myX, real myY, unit Target returns nothing
    local real x
    local real y
    local real x2
    local real y2
    local real real1 = 0
    local unit dummy
    local location temp = GetUnitLoc(Target)
    
    set x  = myX + 300 * Cos((45)  * bj_DEGTORAD)
    set y  = myY + 300 * Sin((45)  * bj_DEGTORAD)
    set x2 = myX + 300 * Cos((315) * bj_DEGTORAD)
    set y2 = myY + 300 * Sin((315) * bj_DEGTORAD)
    
    call TimedLightning ("CLPB", x2, y2, 0, myX, myY, 0, 2., true, 1, 0)
    call TimedLightning ("CLPB", x, y, 0, myX, myY, 0, 2., true, 1, 0)

    set x  = myX + 300 * Cos((125)  * bj_DEGTORAD)
    set y  = myY + 300 * Sin((125)  * bj_DEGTORAD)
    set x2 = myX + 300 * Cos((225) * bj_DEGTORAD)
    set y2 = myY + 300 * Sin((225) * bj_DEGTORAD)
    
    call TimedLightning ("CLPB", x2, y2, 0, myX, myY, 0, 2., true, 1, 0)
    call TimedLightning ("CLPB", x, y, 0, myX, myY, 0, 2., true, 1, 0)

    call PauseUnit(Target,false)
    set z = GetUnitsInRangeOfLocMatching(500, temp, Condition (function Trig_Lightnings_FilterCondition))
    call ForGroup( z, (function Trig_Lightnings_Func001A ))
    call RemoveLocation (temp)
  call AddSpecialEffect("Abilities\\Spells\\Other\\Monsoon\\MonsoonBoltTarget.mdl",myX,myY)  
endfunction



private function Slide takes nothing returns nothing
local TestStruct data = GetData (GetExpiredTimer ())
local real x = GetUnitX(data.dummy)
local real y = GetUnitY(data.dummy)
local real newX
local real newY
local real angle
local real distance
local real real1=45
local real x2 
local real y2 



set data.tx    = GetUnitX(data.target)
set data.ty    = GetUnitY(data.target)
set angle = Atan2(data.ty-y,data.tx-x)
set newX  = x + 10 *Cos(angle)
set newY  = y + 10 *Sin(angle)

call SetUnitPosition(data.dummy,newX,newY)
set distance=SquareRoot( (x-data.tx)*(x-data.tx) + (y-data.ty)*(y-data.ty) )
if distance < 20 then
    call PauseTimer (data.SlideTimer)
    call ResetData (data.SlideTimer)
    call DestroyTimer (data.SlideTimer)
    call PauseUnit (data.target,true)
    call RemoveUnit(data.dummy)
    set data.caster = unitx
    call Effect( data.tx, data.ty, data.target)
    call data.destroy ()
endif
endfunction


private function Actions takes nothing returns nothing
local TestStruct data = TestStruct.create ()
local unit Unit                    = GetTriggerUnit()
local real real1                   = GetUnitFacing(GetTriggerUnit())

local real x = GetUnitX(GetTriggerUnit())
local real y = GetUnitY(GetTriggerUnit())

local real x2 = x + 300 * Cos((real1+145)*bj_DEGTORAD)
local real y2 = y + 300 * Sin((real1+145)*bj_DEGTORAD)

local real x3 = x + 300 * Cos((real1+180)*bj_DEGTORAD)
local real y3 = y + 300 * Sin((real1+180)*bj_DEGTORAD)

local real x4 = x + 300 * Cos((real1+215)*bj_DEGTORAD)
local real y4 = y + 300 * Sin((real1+215)*bj_DEGTORAD)
local effect special1

set data.SlideTimer = CreateTimer()
set data.target = (GetSpellTargetUnit())
set special1 = AddSpecialEffect("Abilities\\Spells\\NightElf\\Starfall\\StarfallCaster.mdl",x,y)
call TriggerSleepAction (0.1)
call AddSpecialEffect("Abilities\\Weapons\\Bolt\\BoltImpact.mdl",x2,y2)
call AddSpecialEffect("Abilities\\Weapons\\Bolt\\BoltImpact.mdl",x3,y3)
call AddSpecialEffect("Abilities\\Weapons\\Bolt\\BoltImpact.mdl",x4,y4)
call AddSpecialEffect("Abilities\\Spells\\Other\\Monsoon\\MonsoonBoltTarget.mdl",x,y)
call PauseUnit (Unit, true)

call TimedLightning ("CLPB", x, y, 0, x2, y2, 0, 2., true, 1, 0)
call TimedLightning ("CLPB", x, y, 0, x3, y3, 0, 2., true, 1, 0)
call TimedLightning ("CLPB", x, y, 0, x4, y4, 0, 2., true, 1, 0)


call TriggerSleepAction (1)
call DestroyEffect(special1)
set data.dummy = CreateUnit (GetOwningPlayer(Unit),'h001',x,y,0)
call SetUnitPathing(data.dummy, false )
call PauseUnit (Unit, false)
call TimerStart (data.SlideTimer,0.05,true, function Slide)
call SetData (data.SlideTimer, data)
set Unit = null

endfunction


//===========================================================================

private function SafeFilt takes nothing returns boolean
return true
endfunction
private function Lightning takes nothing returns nothing
 local trigger trig = CreateTrigger()
local integer i = 0
loop
    exitwhen i > 15
    call TriggerRegisterPlayerUnitEvent(trig,Player(i),EVENT_PLAYER_UNIT_SPELL_EFFECT,Condition(function SafeFilt))
    set i = i + 1
endloop
 call TriggerAddCondition (trig, Condition (function Conditions ) )
 call TriggerAddAction (trig, function Actions )
 set trig = null
 endfunction

endscope
JASS:
 

Flare

Stops copies me!
Reaction score
662
JASS:
globals
group z
private constant integer raw = 'A001'
real damage = 200
unit unitx = GetTriggerUnit()
endglobals


Remove that ' = 200' (and the ' = GetTriggerUnit()') and set damage before calling Effect, and see if it works.

However it's called sort of 10+ times at once when it should only be called one time...

Perhaps there is 10 units in the group?
 

Kazuga

Let the game begin...
Reaction score
110
Remove that ' = 200' (and the ' = GetTriggerUnit()')
Globals has to be instialized, otherwise they won't work =/

Perhaps there is 10 units in the group?
Yep... Why does it call the amount of units in the unit group? Also it counted one of my own units next to it wich means that the condition doesn't work either...

Edit:
>the 200 is right there, but the "unitx" is false, there is no Triggering unit when the globals are declared ; )
What should I set it to then?
 

Larcenist

REP: Respect, Envy, Prosperity?
Reaction score
211
JASS:
globals
    unitx = null
endglobals


That should do it maybe? Then set it to data.caster when you're using it.

Edit: This:

JASS:
    set data.caster = unitx


Should be this:

JASS:
    set unitx = data.caster
 

Kazuga

Let the game begin...
Reaction score
110
No diffrence...

Edit:
Whole code
JASS:
library HAILInit requires HAIL
//! runtextmacro HAIL_CreateProperty ("Data", "integer", "")
endlibrary
scope Lightnings initializer Lightning

globals
group z
private constant integer raw = 'A001'
real damage = 200
unit unitx = null
endglobals
private struct TestStruct
unit dummy
unit target
real tx
real ty
timer SlideTimer
unit caster
endstruct

private function Conditions takes nothing returns boolean
return GetSpellAbilityId() == raw
endfunction
function Trig_Lightnings_FilterCondition takes nothing returns boolean
    call BJDebugMsg("filter")
    return GetWidgetLife( GetFilterUnit() ) > 0.405 and IsUnitEnemy( GetFilterUnit(), GetOwningPlayer( unitx ) ) == true
    
endfunction
function Trig_Lightnings_Func001A takes nothing returns nothing
    call BJDebugMsg("damage1")
    call UnitDamageTarget(unitx, GetEnumUnit(), damage,true, false, ATTACK_TYPE_NORMAL, DAMAGE_TYPE_UNIVERSAL, WEAPON_TYPE_WHOKNOWS)
    call BJDebugMsg("damage")
   endfunction

private function Effect takes real myX, real myY, unit Target returns nothing
    local real x
    local real y
    local real x2
    local real y2
    local real real1 = 0
    local unit dummy
    local location temp = GetUnitLoc(Target)
    
    set x  = myX + 300 * Cos((45)  * bj_DEGTORAD)
    set y  = myY + 300 * Sin((45)  * bj_DEGTORAD)
    set x2 = myX + 300 * Cos((315) * bj_DEGTORAD)
    set y2 = myY + 300 * Sin((315) * bj_DEGTORAD)
    
    call TimedLightning ("CLPB", x2, y2, 0, myX, myY, 0, 2., true, 1, 0)
    call TimedLightning ("CLPB", x, y, 0, myX, myY, 0, 2., true, 1, 0)

    set x  = myX + 300 * Cos((125)  * bj_DEGTORAD)
    set y  = myY + 300 * Sin((125)  * bj_DEGTORAD)
    set x2 = myX + 300 * Cos((225) * bj_DEGTORAD)
    set y2 = myY + 300 * Sin((225) * bj_DEGTORAD)
    
    call TimedLightning ("CLPB", x2, y2, 0, myX, myY, 0, 2., true, 1, 0)
    call TimedLightning ("CLPB", x, y, 0, myX, myY, 0, 2., true, 1, 0)

    call PauseUnit(Target,false)
    set z = GetUnitsInRangeOfLocMatching(500, temp, Condition (function Trig_Lightnings_FilterCondition))
    call ForGroup( z, (function Trig_Lightnings_Func001A ))
    call RemoveLocation (temp)
  call AddSpecialEffect("Abilities\\Spells\\Other\\Monsoon\\MonsoonBoltTarget.mdl",myX,myY)  
endfunction



private function Slide takes nothing returns nothing
local TestStruct data = GetData (GetExpiredTimer ())
local real x = GetUnitX(data.dummy)
local real y = GetUnitY(data.dummy)
local real newX
local real newY
local real angle
local real distance
local real real1=45
local real x2 
local real y2 



set data.tx    = GetUnitX(data.target)
set data.ty    = GetUnitY(data.target)
set angle = Atan2(data.ty-y,data.tx-x)
set newX  = x + 10 *Cos(angle)
set newY  = y + 10 *Sin(angle)

call SetUnitPosition(data.dummy,newX,newY)
set distance=SquareRoot( (x-data.tx)*(x-data.tx) + (y-data.ty)*(y-data.ty) )
if distance < 20 then
    call PauseTimer (data.SlideTimer)
    call ResetData (data.SlideTimer)
    call DestroyTimer (data.SlideTimer)
    call PauseUnit (data.target,true)
    call RemoveUnit(data.dummy)
    set unitx = data.caster
    call Effect( data.tx, data.ty, data.target)
    call data.destroy ()
endif
endfunction


private function Actions takes nothing returns nothing
local TestStruct data = TestStruct.create ()
local unit Unit                    = GetTriggerUnit()
local real real1                   = GetUnitFacing(GetTriggerUnit())

local real x = GetUnitX(GetTriggerUnit())
local real y = GetUnitY(GetTriggerUnit())

local real x2 = x + 300 * Cos((real1+145)*bj_DEGTORAD)
local real y2 = y + 300 * Sin((real1+145)*bj_DEGTORAD)

local real x3 = x + 300 * Cos((real1+180)*bj_DEGTORAD)
local real y3 = y + 300 * Sin((real1+180)*bj_DEGTORAD)

local real x4 = x + 300 * Cos((real1+215)*bj_DEGTORAD)
local real y4 = y + 300 * Sin((real1+215)*bj_DEGTORAD)
local effect special1

set data.SlideTimer = CreateTimer()
set data.target = (GetSpellTargetUnit())
set special1 = AddSpecialEffect("Abilities\\Spells\\NightElf\\Starfall\\StarfallCaster.mdl",x,y)
call TriggerSleepAction (0.1)
call AddSpecialEffect("Abilities\\Weapons\\Bolt\\BoltImpact.mdl",x2,y2)
call AddSpecialEffect("Abilities\\Weapons\\Bolt\\BoltImpact.mdl",x3,y3)
call AddSpecialEffect("Abilities\\Weapons\\Bolt\\BoltImpact.mdl",x4,y4)
call AddSpecialEffect("Abilities\\Spells\\Other\\Monsoon\\MonsoonBoltTarget.mdl",x,y)
call PauseUnit (Unit, true)

call TimedLightning ("CLPB", x, y, 0, x2, y2, 0, 2., true, 1, 0)
call TimedLightning ("CLPB", x, y, 0, x3, y3, 0, 2., true, 1, 0)
call TimedLightning ("CLPB", x, y, 0, x4, y4, 0, 2., true, 1, 0)


call TriggerSleepAction (1)
call DestroyEffect(special1)
set data.dummy = CreateUnit (GetOwningPlayer(Unit),'h001',x,y,0)
call SetUnitPathing(data.dummy, false )
call PauseUnit (Unit, false)
call TimerStart (data.SlideTimer,0.05,true, function Slide)
call SetData (data.SlideTimer, data)
set Unit = null

endfunction


//===========================================================================

private function SafeFilt takes nothing returns boolean
return true
endfunction
private function Lightning takes nothing returns nothing
 local trigger trig = CreateTrigger()
local integer i = 0
loop
    exitwhen i > 15
    call TriggerRegisterPlayerUnitEvent(trig,Player(i),EVENT_PLAYER_UNIT_SPELL_EFFECT,Condition(function SafeFilt))
    set i = i + 1
endloop
 call TriggerAddCondition (trig, Condition (function Conditions ) )
 call TriggerAddAction (trig, function Actions )
 set trig = null
 endfunction

endscope
 

Larcenist

REP: Respect, Envy, Prosperity?
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211
Of course it's called for each unit in the group, you're using ForGroup(). I do not know why no damage is dealt, and it shouldn't add friendly units into the group.

Care attaching your map so I can have a look?
 

Larcenist

REP: Respect, Envy, Prosperity?
Reaction score
211
Ok found your problem.

unitx is returning null since you forgot to set "data.caster = Unit" in your Actions function.
 

Flare

Stops copies me!
Reaction score
662
Globals has to be instialized, otherwise they won't work =/

They don't have to be given an initial value when declared, they just have to be given a value before you use them.

@Serra: Hmmm, I thought you couldn't initialize globals in the global block unless they were constant (maybe I'm thinking of arrays...)
 
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