Trigger error, going over the point

zxczxzczx

New Member
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2
this is the code, mostly its a converted gui

i tried to make it MUI but MPI would also be great, i know it still has leaks, im fixing it,

heres the problem, i cast at 000x00 but i arrive at 0000x0 its like that :)

JASS:
function Trig_Channel_Locals_Conditions takes nothing returns boolean
    if ( not ( GetSpellAbilityId() == 'A001' ) ) then
        return false
    endif
    return true
endfunction

function Trig_Channel_Locals_Actions takes nothing returns nothing
    local unit udg_Skilll_Slice_Unit
    local player udg_Skilll_Slice_Player
    local location udg_zz_temp_point
    local location udg_Skilll_Slice_Point
    local real udg_Skilll_Slice_Degrees
    local integer udg_Skilll_Slice_Integer
    local real udg_Skilll_Slice_Offset
    local integer in
    set udg_Skilll_Slice_Unit = GetTriggerUnit()
    set udg_Skilll_Slice_Player = GetOwningPlayer(GetTriggerUnit())
    set udg_zz_temp_point = GetUnitLoc(GetTriggerUnit())
    set udg_Skilll_Slice_Point = GetSpellTargetLoc()
    set udg_Skilll_Slice_Degrees = AngleBetweenPoints(udg_zz_temp_point, udg_Skilll_Slice_Point)
    set udg_Skilll_Slice_Integer = ( R2I(DistanceBetweenPoints(udg_zz_temp_point, udg_Skilll_Slice_Point)) / 100 )
    set udg_Skilll_Slice_Offset = ( DistanceBetweenPoints(udg_zz_temp_point, udg_Skilll_Slice_Point) / I2R(udg_Skilll_Slice_Integer) )
    set udg_Skilll_Slice_Point = PolarProjectionBJ(udg_zz_temp_point, udg_Skilll_Slice_Offset, udg_Skilll_Slice_Degrees)
    call ShowUnitHide( udg_Skilll_Slice_Unit )
    set in = 1
    loop
        exitwhen in > udg_Skilll_Slice_Integer
        set udg_Skilll_Slice_Point = PolarProjectionBJ(udg_Skilll_Slice_Point, udg_Skilll_Slice_Offset, udg_Skilll_Slice_Degrees)
        call CreateNUnitsAtLoc( 1, 'hpea', udg_Skilll_Slice_Player, udg_Skilll_Slice_Point, udg_Skilll_Slice_Degrees )
        call UnitApplyTimedLifeBJ( 1.30, 'BTLF', GetLastCreatedUnit() )
        call AddSpecialEffectTargetUnitBJ( "weapon", GetLastCreatedUnit(), "Abilities\\Weapons\\PhoenixMissile\\Phoenix_Missile_mini.mdl" )
        call SetUnitVertexColorBJ( GetLastCreatedUnit(), 100, 100, 100, 50.00 )
        call SetUnitAnimationWithRarity( GetLastCreatedUnit(), "slam", RARITY_RARE )
        call TriggerSleepAction( 0.05 )
        set in = in + 1
    endloop
    set udg_Skilll_Slice_Point = PolarProjectionBJ(udg_Skilll_Slice_Point, udg_Skilll_Slice_Offset, udg_Skilll_Slice_Degrees)
    call SetUnitPositionLocFacingBJ( udg_Skilll_Slice_Unit, udg_Skilll_Slice_Point, udg_Skilll_Slice_Degrees )
    call ShowUnitShow( udg_Skilll_Slice_Unit )
    call SelectUnitForPlayerSingle( udg_Skilll_Slice_Unit, udg_Skilll_Slice_Player )
    call SetUnitAnimationWithRarity( udg_Skilll_Slice_Unit, "slam", RARITY_RARE )
    call QueueUnitAnimationBJ( udg_Skilll_Slice_Unit, "stand" )
endfunction

//===========================================================================
function InitTrig_Channel_Locals takes nothing returns nothing
    set gg_trg_Channel_Locals = CreateTrigger(  )
    call TriggerRegisterAnyUnitEventBJ( gg_trg_Channel_Locals, EVENT_PLAYER_UNIT_SPELL_EFFECT )
    call TriggerAddCondition( gg_trg_Channel_Locals, Condition( function Trig_Channel_Locals_Conditions ) )
    call TriggerAddAction( gg_trg_Channel_Locals, function Trig_Channel_Locals_Actions )
endfunction
 
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