Whattoput( having a trouble with my code)

Azwan Izhar

New Member
Hello, I would like some help regarding my code. As you can see, it is very basic but I'm having a trouble with it. It works fine on target but when I redo it with the same skill on the same target for the second time, it wouldn't damage the target.

Code:
function Trig_Tiger_Fang_Actions takes nothing returns nothing
    local unit sfxdummy
    local unit caster = GetTriggerUnit()
    local unit target = GetSpellTargetUnit()
    local unit target2
    local real xa = GetUnitX(caster)
    local real ya = GetUnitY(caster)
    local real xb = GetUnitX(target)
    local real yb = GetUnitY(target)
    local group g = CreateGroup()
   
 
    set g = GetUnitsInRangeOfLocAll( 50, Location(xb, yb))
    set sfxdummy = CreateUnit(GetOwningPlayer(caster), 'h003', xb, yb, 0.00)
    set target2 = FirstOfGroup(g)
    call UnitApplyTimedLife( sfxdummy, 'BTLF', 2.00)
    call IssueTargetOrderById( sfxdummy, 852231, target2)
    call DestroyEffect( AddSpecialEffect( "Abilities\\Spells\\Human\\ManaFlare\\ManaFlareBoltImpact.mdl", xb, yb))
   
    set bj_wantDestroyGroup = true
    set caster = null
    set target = null
    set target2 = null
    set sfxdummy = null
endfunction
 

DrEvil

FCRI Associate!
since you create the 'sfxdummy' right on top of the target's location, the next cast will include it in the group enum.
FirstOfGroup returns a random unit, so it may be returning the dummy unit.

You should add a condition comparing the enumerated units to check they are enemies?

Something along the lines of: (bear in mind I haven't used wc3 in ages...)

JASS:
function condition takes nothing returns boolean
return IsAnEnemy( GetOwningPlayer (GetTriggerUnit()), GetOwningPlayer(GetEnumeratedUnit()))
// do note IsAnEnemy isn't the right name of the function
// maybe it takes units as parameters...
// It might not be enumerated unit... maybe matching?
endfunction
 
function Trig_Tiger_Fang_Actions takes nothing returns nothing
local unit sfxdummy
local unit caster = GetTriggerUnit()
local unit target = GetSpellTargetUnit()
local unit target2
local real xa = GetUnitX(caster)
local real ya = GetUnitY(caster)
local real xb = GetUnitX(target)
local real yb = GetUnitY(target)
local group g = CreateGroup()
 
 
set g = GetUnitsInRangeOfLocAll( 50, Location(xb, yb))// somehow use a GetUnitsInRange With condition .. (Condition(function condition))
set sfxdummy = CreateUnit(GetOwningPlayer(caster), 'h003', xb, yb, 0.00)
set target2 = FirstOfGroup(g)
call UnitApplyTimedLife( sfxdummy, 'BTLF', 2.00)
call IssueTargetOrderById( sfxdummy, 852231, target2)
call DestroyEffect( AddSpecialEffect( "Abilities\\Spells\\Human\\ManaFlare\\ManaFlareBoltImpact.mdl", xb, yb))
 
set bj_wantDestroyGroup = true
set caster = null
set target = null
set target2 = null
set sfxdummy = null
endfunction


But I'm sure that you are grouping the dummy unit when the next spell cast is casted.
 
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