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[Trigger] Angle Bug

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Level 10
Joined
Feb 20, 2008
Messages
448
here is my problem sometime when i cast the spell the effect and dummy unit doesnt alway go where its should, i rewrite trigger and nothing changed.... maybe some1 will see my error

ill give rep to who help me ^^
  • Sabak SouSou
    • Events
      • Unit - A unit Starts the effect of an ability
    • Conditions
      • (Ability being cast) Equal to Sabak SouSou
    • Actions
      • Set Unit[699] = (Casting unit)
      • Set Spoint[169] = (Position of (Triggering unit))
      • Set Point[699] = (Position of Unit[699])
      • Set Kido1[169] = (Point[699] offset by 50.00 towards Angle[169] degrees)
      • Set Angle[169] = (Angle from Spoint[169] to Mtarget[169])
      • Set Mtarget[169] = (Target point of ability being cast)
      • Set GReal[1] = (Facing of (Casting unit))
      • Unit - Create 1 Dummy Tornado for (Owner of Unit[699]) at Kido1[169] facing GReal[1] degrees
      • Set Unit[698] = (Last created unit)
      • Special Effect - Create a special effect attached to the origin of Unit[698] using SandWhirl.mdx
      • Special Effect - Destroy (Last created special effect)
      • Trigger - Turn on Taisou move <gen>
      • Wait 1.25 seconds
      • Trigger - Turn off Taisou move <gen>
      • Unit - Remove Unit[698] from the game
      • Custom script: call RemoveLocation (udg_Point[699])
      • Custom script: call RemoveLocation (udg_Spoint[169])
      • Custom script: call RemoveLocation (udg_Kido1[169])
      • Custom script: call RemoveLocation (udg_Mtarget[169])
      • Set GReal[1] = 0.00
      • Set Unit[699] = No unit
      • Set Angle[169] = 0.00
  • Taisou move
    • Events
      • Time - Every 0.01 seconds of game time
    • Conditions
    • Actions
      • Set Point[697] = (Position of Unit[698])
      • Set Point[696] = (Point[697] offset by 7.00 towards GReal[1] degrees)
      • Unit - Move Unit[698] instantly to Point[696]
      • Special Effect - Create a special effect at Point[697] using Abilities\Weapons\AncientProtectorMissile\AncientProtectorMissile.mdl
      • Special Effect - Destroy (Last created special effect)
      • Special Effect - Create a special effect at Point[697] using Abilities\Spells\Human\FlakCannons\FlakTarget.mdl
      • Special Effect - Destroy (Last created special effect)
      • Custom script: call RemoveLocation (udg_Point[697])
      • Custom script: call RemoveLocation (udg_Point[696])
 
Level 19
Joined
Aug 16, 2007
Messages
881
First of all, why do you use those huge array numbers? o_O And this isn't MPI or MUI, and I think you should use
  • Set Point[696] = (Point[697] offset by 7.00 towards Angle[169] degrees)
instead of
  • Set Point[696] = (Point[697] offset by 7.00 towards GReal[1] degrees)
If you change this it should work. And use triggering unit, not casting unit, and remove GReal and use your Angle variable. So in your first trigger, create your tornado dummy with
  • Unit - Create 1 Dummy Tornado for (Owner of Unit[699]) at Kido1[169] facing Angle[169] degrees
not
  • Unit - Create 1 Dummy Tornado for (Owner of Unit[699]) at Kido1[169] facing GReal[1] degrees
 
Level 10
Joined
Feb 20, 2008
Messages
448
-_- stop talking me bout mui i never said it was!!!if i got huge array thats cuz other array are used >.>

at this moment in my map only 1 char will use this spell >.> i rather 2 do it in jass first >.> but now i cant so in making gui!!!I will translate them in jass later, My friend making me a pro library ^^i have dot,fot,sot for now >.>

Thx for tips

u need to notice!!a mui spell doesnt make a game ^^ & evry1 should jass

+rep
 
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