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Triggers
Is Point Reachable GUI 1.0.2.w3m
Variables
Is Point Reachable GUI 1.0.2 [Duckfarter]
Init Is Point Reachable
Is Point Reachable System
Demo NOT REQUIRED
Init Demo
Demo 1
Demo 2
Demo 2 Timer Expires
Demo 3
Enter map-specific custom script code below. This text will be included in the map script after variables are declared and before any trigger code except Custom Script Item. Custom Script Item will merge into map script after globals variables declaration with the list order in trigger view.
Name
Type
is_array
initial_value
Demo_2_Instant_Timer
timer
No
Demo_2_Unit
unit
No
IPR_IsPointReachable
boolean
No
IPR_Point
location
Yes
IPR_Unit
unit
Yes
IPR_UnitType
unitcode
Yes
Init Is Point Reachable
Events
Time - Elapsed game time is 0.00 seconds
Conditions
Actions
-------- WARNING! Can only check if a point is reachable for ground units with less than 32.00 collision size and has limited range based on how Call to Arms was coded (not distance from point to point) --------
Set Variable Set IPR_UnitType[1] = "h001"
Set Variable Set IPR_UnitType[2] = "h002"
Custom script: set udg_IPR_Unit[1] = CreateUnit(Player(PLAYER_NEUTRAL_PASSIVE), udg_IPR_UnitType[1], 0, 0, 0)
Custom script: set udg_IPR_Unit[2] = CreateUnit(Player(PLAYER_NEUTRAL_PASSIVE), udg_IPR_UnitType[2], 0, 0, 0)
Unit - Hide IPR_Unit[1]
Unit - Hide IPR_Unit[2]
Is Point Reachable System
Events
Conditions
Actions
-------- Moves Transmitter (1) to the starting point and Reciever (2) to the ending point --------
Custom script: local real x1 = GetLocationX(udg_IPR_Point[1])
Custom script: local real y1 = GetLocationY(udg_IPR_Point[1])
Custom script: local real x2 = GetLocationX(udg_IPR_Point[2])
Custom script: local real y2 = GetLocationY(udg_IPR_Point[2])
Custom script: call SetUnitX(udg_IPR_Unit[1], x1)
Custom script: call SetUnitY(udg_IPR_Unit[1], y1)
Custom script: call SetUnitX(udg_IPR_Unit[2], x2)
Custom script: call SetUnitY(udg_IPR_Unit[2], y2)
-------- Avoids false negatives when starting point and ending point are close --------
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