- Joined
- Nov 28, 2008
- Messages
- 704
Hi, I have a small problem with a custom spell Im making.
Its called Soul Dissolve, and it basically makes the current unit die, and then spawns a bunch of units to randomly go outwards from his body, then split yet again, meanwhile they are all randomly exploding in the area.
I have the code worked out perfect, and it all works, or should, except for one problem: adding a unit to a unitgroup basically kills the entire trigger. If I try adding a call to add a unit to the unit to a local unitgroup in the first line, the entire thing stops. I dont have it at that line, but I do have it later in the code, and the entire code frizzles after that.
So, Ill make the thing that ruins it stand out in the following code (could be long)
For anyone who needs it, h004 is a dummy unit, and h005 is a dummy unit with a model that looks like an explosion. This was to avoid using special effects, which would have required using a huuuuuge array.
Its called Soul Dissolve, and it basically makes the current unit die, and then spawns a bunch of units to randomly go outwards from his body, then split yet again, meanwhile they are all randomly exploding in the area.
I have the code worked out perfect, and it all works, or should, except for one problem: adding a unit to a unitgroup basically kills the entire trigger. If I try adding a call to add a unit to the unit to a local unitgroup in the first line, the entire thing stops. I dont have it at that line, but I do have it later in the code, and the entire code frizzles after that.
So, Ill make the thing that ruins it stand out in the following code (could be long)
JASS:
function SoulDissolveFinalStage takes nothing returns nothing
local unit TempUnit = GetEnumUnit()
local unit TempEffectUnit
local location TempUnitLoc = GetUnitLoc(TempUnit)
local player TempPlayer = GetOwningPlayer(TempUnit)
call CreateNUnitsAtLoc( 1, 'h005', TempPlayer, TempUnitLoc, 0 )
set TempEffectUnit = GetLastCreatedUnit()
call UnitApplyTimedLifeBJ( 10, 'BTLF', TempEffectUnit )
call DisplayTimedTextToForce( GetPlayersAll(), 30, "hi")
call UnitDamagePointLoc( TempUnit, 0, 500, TempUnitLoc, 100, ATTACK_TYPE_NORMAL, DAMAGE_TYPE_NORMAL )
call RemoveLocation(TempUnitLoc)
call RemoveUnit(TempUnit)
set TempUnitLoc = null
set TempUnit = null
set TempEffectUnit = null
set TempPlayer = null
endfunction
function Trig_Soul_Dissolve_Conditions takes nothing returns boolean
return GetSpellAbilityId() == 'A002'
endfunction
function Trig_Soul_Dissolve_Actions takes nothing returns nothing
local integer i = 0
local integer ii = 0
local unit TempCaster = GetTriggerUnit()
local unit array TempUnit
local unit TempUnitTwo
local real TempOffset = GetRandomReal(0, 360)
local player TempPlayer = GetOwningPlayer(TempCaster)
local location TempUnitLoc = GetUnitLoc(TempCaster)
local location TempLoc
local effect TempEffect
local group TempGroup
local unit TempEffectUnit
//call GroupAddUnit( TempGroup, TempCasterUnit ) // If you uncomment this line, the entire trigger stops working.
call AddSpecialEffectLocBJ( TempUnitLoc, "Abilities\\Spells\\Other\\Monsoon\\MonsoonBoltTarget.mdl" )
set TempEffect = GetLastCreatedEffectBJ()
call UnitDamageTargetBJ( TempCaster, TempCaster, 42151336.00, ATTACK_TYPE_CHAOS, DAMAGE_TYPE_UNIVERSAL )
loop
exitwhen i >= 8
call CreateNUnitsAtLoc( 1, 'h004', TempPlayer, TempUnitLoc, TempOffset )
set TempUnit[i] = GetLastCreatedUnit()
call SetUnitPathing( TempUnit[i], false )
set TempLoc = PolarProjectionBJ(TempUnitLoc, GetRandomReal(200, 600.00), TempOffset)
call IssuePointOrderLocBJ( TempUnit[i], "move", TempLoc )
call RemoveLocation(TempLoc)
set TempOffset = TempOffset + GetRandomReal(30, 60)
set i = i + 1
call PolledWait(GetRandomReal(0.01, 0.2))
endloop
call DestroyEffectBJ( TempEffect )
set i = 0
set TempOffset = GetRandomReal(0, 360)
loop
exitwhen i >= 8
call RemoveLocation(TempUnitLoc)
set TempUnitLoc = GetUnitLoc(TempUnit[i])
loop
exitwhen ii >=8
call CreateNUnitsAtLoc( 1, 'h004', TempPlayer, TempUnitLoc, TempOffset )
set TempUnitTwo = GetLastCreatedUnit()
call SetUnitPathing( TempUnitTwo, false )
call GroupAddUnit( TempGroup, TempUnitTwo ) // Stops here, but will continue trigger if I comment it out. It just wont finish the trigger when I use the unitgroup.
set TempOffset = TempOffset + GetRandomReal(30, 60)
set TempLoc = PolarProjectionBJ(TempUnitLoc, GetRandomReal(100, 1200.00), TempOffset)
call IssuePointOrderLocBJ( TempUnitTwo, "move", TempLoc )
call RemoveLocation(TempLoc)
set ii = ii + 1
endloop
set ii = 0
call UnitDamagePointLoc( TempUnit[i], 0, 500, TempUnitLoc, 100, ATTACK_TYPE_NORMAL, DAMAGE_TYPE_NORMAL )
call CreateNUnitsAtLoc( 1, 'h005', TempPlayer, TempUnitLoc, 0 )
set TempEffectUnit = GetLastCreatedUnit()
call UnitApplyTimedLifeBJ( 10, 'BTLF', TempEffectUnit )
call RemoveUnit(TempUnit[i])
set TempUnit[i] = null
call PolledWait(GetRandomReal(0.01, 0.2))
set i = i + 1
endloop
call RemoveLocation(TempUnitLoc)
call ForGroup(TempGroup, function SoulDissolveFinalStage)
call DestroyGroup(TempGroup)
set TempGroup = null
set TempCaster = null
set TempUnitTwo = null
set TempPlayer = null
set TempLoc = null
set TempEffect = null
set TempEffectUnit = null
endfunction
//===========================================================================
function InitTrig_Soul_Dissolve takes nothing returns nothing
set gg_trg_Soul_Dissolve = CreateTrigger( )
call TriggerRegisterAnyUnitEventBJ( gg_trg_Soul_Dissolve, EVENT_PLAYER_UNIT_SPELL_CHANNEL )
call TriggerAddCondition( gg_trg_Soul_Dissolve, Condition( function Trig_Soul_Dissolve_Conditions ) )
call TriggerAddAction( gg_trg_Soul_Dissolve, function Trig_Soul_Dissolve_Actions )
endfunction
For anyone who needs it, h004 is a dummy unit, and h005 is a dummy unit with a model that looks like an explosion. This was to avoid using special effects, which would have required using a huuuuuge array.