Structs

chobibo

Level 1 Crypt Lord
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48
a struct de-allocates a destroyed struct instance, there's no point in looping through the structs to find an unused/freed one.
 

chobibo

Level 1 Crypt Lord
Reaction score
48
JASS:
scope TEST initializer Init

struct TEST
    unit footman
    effect fx
    
    static method create takes player user returns TEST
        local TEST data=TEST.allocate()
        set data.footman=CreateUnit( user, 'hfoo', 0, 0, 0 )
        set data.fx=AddSpellEffectTargetById( 'BHds', EFFECT_TYPE_TARGET, data.footman, "origin" )
        call SelectUnit( data.footman, true )
        return data
    endmethod
    
    method onDestroy takes nothing returns nothing
        call KillUnit( .footman )
        call DestroyEffect( .fx )
    endmethod
endstruct

public function Main takes nothing returns nothing
    local TEST data=TEST.create(GetTriggerPlayer())

    call BJDebugMsg( "Creating struct instance: "+I2S(data) )
    call PolledWait( 10.0 )
    call BJDebugMsg( "Destroying struct instance: "+I2S(data) )
    call data.destroy()
endfunction

public function Init takes nothing returns nothing
    local trigger trig=CreateTrigger()
    
    call TriggerRegisterPlayerEvent(trig, Player(0), EVENT_PLAYER_END_CINEMATIC)
    call TriggerAddAction( trig, function Main )
endfunction

endscope
 

chobibo

Level 1 Crypt Lord
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48
Please add more details, I won't be able to help at all if you just say that your newgen doesn't like my triggers.
 

AdamGriffith

You can change this now in User CP.
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69
I copy into my map, save it twice, then hit test.
And it returns to the main screen.
 

AdamGriffith

You can change this now in User CP.
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69
New question.
I want that when an event happens, some units are created around the unit, and they circle the unit. I've got a trigger which I will post if you want to see it. But i'm sure there is a much easier way to do it.
 

AdamGriffith

You can change this now in User CP.
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69
JASS:
library Test
    
globals
    private integer counter = 0
    private constant integer testabilityraw = 'A000'
    private constant integer testunitraw = 'n000'
    private constant integer testsperlevel = 10
    private constant integer maxtests = 30
    private timer testtimer = CreateTimer()
    private TestData array data
endglobals

struct TestData
    real casterx
    real castery
    unit caster
    unit array tests[maxtests]
endstruct

private function Conditions takes nothing returns boolean
    return GetSpellAbilityId() == testabilityraw
endfunction

private function TimerCallback takes nothing returns nothing
    local TestData a
    local integer i1 = 1
    local integer i2 = 1
    local real angle
    local real dist
    local real dx
    local real dy
    local real newx
    local real newy
    local real x
    local real y
    loop
        exitwhen i1 > counter
        set a = data[i1]
        loop
            exitwhen i2 > maxtests
            set x = GetUnitX(a.tests[i2])
            set y = GetUnitY(a.tests[i2])
            set dx = x - a.casterx
            set dy = y - a.castery
            set angle = bj_RADTODEG * Atan2(dy, dx)
            set dist = SquareRoot(dx * dx + dy * dy)
            set newx = a.casterx + dist * Cos((angle + 4.00) * bj_DEGTORAD)
            set newy = a.castery + dist * Sin((angle + 4.00) * bj_DEGTORAD)
            call SetUnitPosition(a.tests[i2], newx, newy)
            set i2 = i2 + 1
        endloop
        set i2 = 1
        set i1 = i1 + 1
    endloop
endfunction


private function Actions takes nothing returns nothing
    local integer i = 1
    local real angle
    local real dist
    local real x
    local real y
    local TestData = a
    set counter = counter + 1
    set data[counter] = TestData.create()
    set a = data[counter]
    set a.caster = GetTriggerUnit()
    set a.casterx = GetUnitX(a.caster)
    set a.castery = GetUnitY(a.caster)
    if counter == 1 then
        call TimerStart(testtimer, 0.035, true, function TimerCallback)
    else
    endif
    loop
        exitwhen i > (testsperlevel * (GetUnitAbilityLevel(a.caster, testabilityraw))) or i > maxtests or GetUnitCurrentOrder(a.caster) != String2OrderIdBJ("channel")
        set angle = GetRandomReal(0.00, 360.00)
        set dist = GetRandomReal(128.00, 256.00)
        set x = a.casterx + dist * Cos(angle * bj_DEGTORAD)
        set y = a.castery + dist * Sin(angle * bj_DEGTORAD)
        set a.tests<i> = CreateUnit(GetOwningPlayer(a.caster), testunitraw, x, y, (angle + 180))
        call SetUnitFlyHeight(a.tests<i>, 256.00, dist)
        call PolledWait(0.4)
        set i = i + 1
    endloop
endfunction

//===========================================================================
private function InitTrig_Test takes nothing returns nothing
    set gg_trg_Test = CreateTrigger(  )
    call TriggerRegisterAnyUnitEventBJ( gg_trg_Test, EVENT_PLAYER_UNIT_SPELL_EFFECT )
    call TriggerAddCondition( gg_trg_Test, Condition( function Conditions ) )
    call TriggerAddAction( gg_trg_Test, function Actions )
endfunction

endlibrary

</i></i>


Although it doesn't seem to be working atm.
But that's the general idea.
I'm sure it's much easier.
 

Flare

Stops copies me!
Reaction score
662
Although it doesn't seem to be working atm.
But that's the general idea.
I'm sure it's much easier.

In what way isn't it working? Is nothing working, are a few parts working...?

And easier depends on what you find easier - fixing what you have there or adjusting the code to utilize an attachment system (or remaking it entirely, to utilize an attachment system). If you want to use attachment systems, you're gonna need a separate timer per instance (I don't think attachment systems work well/at all when attaching multiple things to the same handle)
 
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