Stopping a loop

SouLEDGE

Damn you advanced calculus
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75
K, well I'm sure I've seen it before somewhere, but how do I stop a loop say; if a unit's dies?
 

SouLEDGE

Damn you advanced calculus
Reaction score
75
umm k, well I don't know jass yet so i tried jigs custom script and I get an error? uhh Ill post my trigger and where the loop should end:
Trigger:
  • Sonic Rush
    • Events
      • Unit - A unit Starts the effect of an ability
    • Conditions
      • (Ability being cast) Equal to Sonic Rush (Dummy Spell)
    • Actions
      • Set Sonic_Target = (Target unit of ability being cast)
      • Set Sonic_Caster = (Triggering unit)
      • Set Temp_Int = ((Agility of Sonic_Caster (Include bonuses)) x 2)
      • Set Sonic_level = ((Level of Sonic Rush (Dummy Spell) for Sonic_Caster) + 1)
      • Unit - Pause Sonic_Target
      • Set Sonic_Target_loc = (Position of Sonic_Target)
      • Set Sonic_Caster_Loc = (Position of (Triggering unit))
      • Set Sonic_Range = (Integer((Distance between (Position of Sonic_Caster) and (Position of Sonic_Target))))
      • Unit - Pause Sonic_Caster
      • Unit - Make Sonic_Caster Invulnerable
      • Special Effect - Create a special effect attached to the (left + hand) of Sonic_Caster using Abilities\Weapons\PhoenixMissile\Phoenix_Missile_mini.mdl
      • Set Special_Effect[1] = (Last created special effect)
      • Special Effect - Create a special effect attached to the (right + hand) of Sonic_Caster using Abilities\Weapons\PhoenixMissile\Phoenix_Missile_mini.mdl
      • Set Special_Effect[2] = (Last created special effect)
      • Animation - Play Sonic_Caster's attack animation
      • Animation - Change Sonic_Caster's animation speed to 25.00% of its original speed
      • Wait 1.80 seconds
      • Animation - Change Sonic_Caster's animation speed to 0.00% of its original speed
      • Unit - Turn collision for Sonic_Caster Off
      • Animation - Change Sonic_Caster's vertex coloring to (100.00%, 100.00%, 100.00%) with 75.00% transparency
      • For each (Integer A) from 1 to (Sonic_level x 3), do (Actions)
        • Loop - Actions
          • Unit - Move Sonic_Caster instantly to (Sonic_Target_loc offset by (Real(Sonic_Range)) towards ((Angle from Sonic_Target_loc to Sonic_Caster_Loc) + (Real(((Integer A) x 60)))) degrees), facing Sonic_Target_loc
          • Special Effect - Create a special effect at Sonic_Target_loc using Abilities\Spells\Orc\MirrorImage\MirrorImageCaster.mdl
          • Wait 0.03 seconds
          • Unit - Move Sonic_Caster instantly to Sonic_Target_loc
          • Special Effect - Create a special effect attached to the origin of Sonic_Target using Objects\Spawnmodels\Human\HumanBlood\HumanBloodPeasant.mdl
          • Wait 0.03 seconds
          • Unit - Move Sonic_Caster instantly to (Sonic_Target_loc offset by (Real(Sonic_Range)) towards (((Angle from Sonic_Target_loc to Sonic_Caster_Loc) + 180.00) + (Real(((Integer A) x 60)))) degrees), facing Sonic_Target_loc
          • Unit - Cause Sonic_Caster to damage Sonic_Target, dealing ((Max life of Sonic_Target) x 0.03) damage of attack type Hero and damage type Normal
          • Sound - Play Sonic_Attack_Sound[1] at 100.00% volume, attached to Sonic_Caster
          • Set Sonic_Rush_crit = (Random integer number between 1 and 100)
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • Sonic_Rush_crit Less than or equal to (Sonic_level x 10)
            • Then - Actions
              • Unit - Cause Sonic_Caster to damage Sonic_Target, dealing (Real(Temp_Int)) damage of attack type Chaos and damage type Normal
              • Floating Text - Create floating text that reads ((String(Temp_Int)) + !) above Sonic_Target with Z offset 0.00, using font size 10.00, color (100.00%, 0.00%, 0.00%), and 0.00% transparency
              • Floating Text - Change (Last created floating text): Disable permanence
              • Floating Text - Change the lifespan of (Last created floating text) to 2.00 seconds
              • Floating Text - Set the velocity of (Last created floating text) to 120.00 towards 0.00 degrees
            • Else - Actions
              • Do nothing
          • Floating Text - Create floating text that reads (DAMAGE NO.: + (String((Integer A)))) above Sonic_Target with Z offset 0.00, using font size 10.00, color (100.00%, 100.00%, 100.00%), and 0.00% transparency
          • Floating Text - Set the velocity of (Last created floating text) to 120.00 towards 45.00 degrees
          • Wait 0.03 seconds
          • Special Effect - Destroy (Last created special effect)
          • -------- ENDLOOP --------
      • Animation - Change Sonic_Caster's vertex coloring to (100.00%, 100.00%, 100.00%) with 0.00% transparency
      • Unit - Make Sonic_Caster Vulnerable
      • Animation - Change Sonic_Caster's animation speed to 100.00% of its original speed
      • Unit - Unpause Sonic_Caster
      • Animation - Play Sonic_Caster's slam animation
      • Special Effect - Destroy Special_Effect[1]
      • Special Effect - Destroy Special_Effect[2]
      • Unit - Turn collision for Sonic_Caster On
      • Unit - Move (Triggering unit) instantly to Sonic_Target_loc, facing Sonic_Target_loc
      • Unit - Unpause Sonic_Target

the loop should end if Sonic_Target dies
 

millz-

New Member
Reaction score
25
Trigger:
  • If (((Sonic_Target) is dead) Equal to True) then do (custom script: exitwhen true) else do (Do nothing)


Replace -----ENDLOOP---- with above.
 
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