UnitApplyTimedLife

Sessional

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I'm trying to get the dummy units of a spell I'm creating, but I'm having to problems. First, what is the Jass function to choose a group and apply an action to it? Second, what is the 'integer buffId' field for?
 

Sim

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1. ForGroup(whichGroup, code callback)

2. The BuffId determines which kind of timed life will display. 'BTLF' is the default Timed Life, but I don't know the others. I just know their names:

Water elemental
Doom Guard
Sentry Ward

and the such.
 

elmstfreddie

The Finglonger
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I actually made a list just for the types of things like that...
It has the integer codes for all the timed lives (first list). They are called expiration timers.
 

PurgeandFire

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1. You must use ForGroup():
JASS:
native ForGroup                 takes group whichGroup, code callback returns nothing


This means that you use for group like this:
JASS:
function GroupFor takes nothing returns nothing
 //Actions//
    //Example//
    call KillUnit(GetEnumUnit()) //Kills the picked unit//
endfunction

function Forgroup takes nothing returns nothing
    local group g = CreateGroup()
    call ForGroup(g,function GroupFor)
    call DestroyGroup(g)
    set g = null
endfunction


You also might want to set the settings of it by using something such as "call GroupEnumUnitsInRangeOfLoc" or something like that.

Groups are more complex but more flexible in JASS than GUI. :)

2. Just view elmst's thread

Generic ('BTLF') is what I use in GUI, it is like a "null" to the area I think. :D
 

Sessional

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Alright, thanks everyone.
One other question though, does the ForGroup have to call a function to add the expiration timer, or can I just add it within the current function I'm in.
 

Arkan

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If you want all the units in the group to expire, then you would put the UnitApplyTimedLife function inside the forgroup function, picked units are GetEnumUnit().

Or did I misunderstand you?
 

Sessional

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Yes, that is what I want. But the group is initially empty and it is spitting out an error. Do I have to have the empty group equal a CreateGroup() function?
 

Rheias

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Do you mean how you add units to a group. Well it depends what you want to do.

JASS:
native GroupEnumUnitsInRange takes group whichGroup, real x, real y, real radius, boolexpr filter returns nothing


All units in range with coords.

JASS:
native GroupEnumUnitsInRangeOfLoc takes group whichGroup, location whichLocation, real radius, boolexpr filter returns nothing


All units in range with Loc.

JASS:
native GroupEnumUnitsInRect takes group whichGroup, rect r, boolexpr filter returns nothing


All units in a rect (or Region in GUI language).

JASS:
native GroupEnumUnitsOfPlayer takes group whichGroup, player whichPlayer, boolexpr filter returns nothing


All units owned by a player.

JASS:
native GroupEnumUnitsOfType takes group whichGroup, string unitname, boolexpr filter returns nothing


All units of a certain type (shouldn't the string be an integer?)

And finally:

JASS:
ive GroupEnumUnitsSelected takes group whichGroup, player whichPlayer, boolexpr filter returns nothing


All units selected by a player.
 

Sessional

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Oh, I'll explain a bit better. This is my current Jass script.
JASS:
function XFrostNova takes nothing returns nothing
//===== @Variable Declaration @ =====
    local unit Caster
    local location CastingPoint
    local group Dummies
    local group Damaged
    local real Damage
    local real Angle
    local real MaxAoE
    local real CurrentAoE
    local player OwningPlayer
    
//===== @SetUp @ =====    
    set Caster = GetTriggerUnit()
    set CastingPoint = GetUnitLoc(Caster)
    set Damage =  GetUnitAbilityLevel(Caster, 'A000') * 50 + GetUnitLevel(Caster)
    set MaxAoE = GetUnitAbilityLevel(Caster, 'A000') * 400 + GetUnitLevel(Caster)
    set CurrentAoE = 100
    set Angle = 45
    set OwningPlayer = GetOwningPlayer(Caster)

//===== @UnitScript Actions@ =====    
    loop
        exitwhen CurrentAoE - 100 >= MaxAoE
        call CreateNUnitsAtLocFacingLocBJ(1, 'h000', OwningPlayer, PolarProjectionBJ(CastingPoint, CurrentAoE, Angle), null)
        call GroupAddUnit(Dummies, GetLastCreatedUnit())
        set CurrentAoE = CurrentAoE + 80
        if Angle > 315 then
            set Angle = 45
        else
            call DoNothing()
        endif
    endloop
    
    call ForGroup(Dummies, UnitApplyTimedLife(GetEnumUnit(), 'BTLF', 10.00))
     
endfunction


This line is my problem: 'call ForGroup(Dummies, UnitApplyTimedLife(GetEnumUnit(), 'BTLF', 10.00))'. It is spitting out this error: Cannot convert nothing to code.
 

Rheias

New Helper (I got over 2000 posts)
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Ah, well you need to put that inside a function so the script could read it.

Example:

JASS:

function Timed_For_Group takes nothing returns nothing
    call UnitApplyTimedLife(GetEnumUnit(), 'BTLF', 10.00)
endfunction

function Your_Function takes nothing returns nothing

// ... Blah, blah, blah...

    call ForGroup(Some_Group, function Timed_For_Group)

// ... Blah, blah, blah...

endfunction
 

PurgeandFire

zxcvmkgdfg
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509
Code is a not-so-well known variable. Basically, it can take nothing but a function reference. Some functions such as ForGroup() take code as a parameter, which means that you must but a function reference as Rheias showed above. :)
 
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