Units Remove on First Call

Expelliarmus

Where to change the sig?
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This is part of my whole trigger that currently doesn't work. the others aren't not called, so it won't matter.
Problem: Dummy gets removed in bolded line, which stops the whole timer...
Ar is struct array, Temp_Unit and FoG are globals

JASS:
function handlerFunc takes nothing returns nothing
    local Data d = Ar[1]
    local integer i = Total
    local real x
    local real y
    local real angle
    local group dummy = d.dummy
    set Temp_Unit = d.caster
  
        loop
            set FoG = FirstOfGroup(dummy)
            exitwhen FoG == null
            <b>call GroupRemoveUnit(dummy, FoG)</b> // removes unit from d.dummy as well??
            
            // movement
            set angle =  Atan2(GetUnitY(FoG) - GetUnitY(Temp_Unit), GetUnitX(FoG)- GetUnitX(Temp_Unit)) + Increment * bj_DEGTORAD
            call BJDebugMsg(I2S(CountUnitsInGroup(dummy)))  // 2,1, 0
            call BJDebugMsg(I2S(CountUnitsInGroup(d.dummy))) 
            set x = GetUnitX(d.caster) + Distance * Cos(angle )
            set y = GetUnitY(d.caster) + Distance * Sin(angle )
            call SetUnitPosition(FoG, x, y)
              
        endloop
        
    set FoG = null
    set Temp_Unit  = null
   call DestroyGroup(dummy)
   set dummy = null


Thanks
 

Viikuna

No Marlo no game.
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JASS:
local group dummy = d.dummy

JASS:
<b>call GroupRemoveUnit(dummy, FoG)</b> // removes unit from d.dummy as well??

Both dummy and d.dummy are variables pointing to same group, so answer is yes. ( There is only one group, but 2 variables for it )
 

Expelliarmus

Where to change the sig?
Reaction score
48
Both dummy and d.dummy are variables pointing to same group, so answer is yes. ( There is only one group, but 2 variables for it )
Hmm then what is the most efficient way to transfer group to group?
Additionally, you also destroy your group...
Would this destroy d.dummy as well?
 

Viikuna

No Marlo no game.
Reaction score
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Hmm then what is the most efficient way to transfer group to group?

This is how Blizzard does it:
JASS:
function GroupAddGroupEnum takes nothing returns nothing
    call GroupAddUnit(bj_groupAddGroupDest, GetEnumUnit())
endfunction

function GroupAddGroup takes group sourceGroup, group destGroup returns nothing
    // If the user wants the group destroyed, remember that fact and clear
    // the flag, in case it is used again in the callback.
    local boolean wantDestroy = bj_wantDestroyGroup
    set bj_wantDestroyGroup = false

    set bj_groupAddGroupDest = destGroup
    call ForGroup(sourceGroup, function GroupAddGroupEnum)

    // If the user wants the group destroyed, do so now.
    if (wantDestroy) then
        call DestroyGroup(sourceGroup)
    endif
endfunction


Would this destroy d.dummy as well?

dummy = d.dummy, right?. If you want to make a new group, you need to use CreateGroup()
 

Viikuna

No Marlo no game.
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265
JASS:
<blockquote data-attributes="" data-quote="" data-source=""
	class="bbCodeBlock bbCodeBlock--expandable bbCodeBlock--quote js-expandWatch">
	
	<div class="bbCodeBlock-content">
		
		<div class="bbCodeBlock-expandContent js-expandContent ">
			function AddGroup takes group sourceGroup, group toGroup returns nothing
        local unit fog = FirstOfGroup(d.dummy)
        if not IsUnitInGroup(fog, dummy) then
        call GroupAddUnit(dummy, fog)
        // something goes here
endfunction
		</div>
		<div class="bbCodeBlock-expandLink js-expandLink"><a role="button" tabindex="0">Click to expand...</a></div>
	</div>
</blockquote>

That one only ads the first of sourceGroup to your toGroup. GroupAddGroup adds all units from sourceGroup to toGroup.
(Actually, that one doesnt work at all.., I mean dummy and d are local right? )

You can ofcoure do some benchmarking and compare ForGroup + GroupAddUnit against loop with FistOfGroup and GroupAddUnit, but I believe that ForGroup is faster, because set i = i + 1 takes some time too.( If you have lots of units in your group ).
 
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