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Bullet not spawning correctly

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Level 10
Joined
Sep 21, 2007
Messages
517
I have a really annoying problem here... i used x and y intercepts and some math to calculate a bullets movement, anyhow, the spawning place of the bullet can sometimes be in the casters x and y intercept location and sometimes it spawns to the left or even right (just a bit) of the caster and goes to the angle from there. Can anyone tell me why? the bullet does have locust (collision off) and spawns in the casters x and y intercept.
Here is the trigger:
  • ShootingStart
    • Events
      • Unit - A unit Starts the effect of an ability
    • Conditions
      • (Ability being cast) Equal to Sniper Shot
    • Actions
      • Custom script: local unit u = GetTriggerUnit()
      • Custom script: local real x = GetUnitX(u)
      • Custom script: local real y = GetUnitY(u)
      • Custom script: local location t = GetSpellTargetLoc()
      • Custom script: local real distX = GetLocationX(t) - x
      • Custom script: local real distY = GetLocationY(t) - y
      • Custom script: local real dist = SquareRoot(distX*distX + distY*distY)
      • Custom script: local real dx = distX/dist*udg_BulletSpeed*udg_Time
      • Custom script: local real dy = distY/dist*udg_BulletSpeed*udg_Time
      • Custom script: local real angle = bj_RADTODEG*Atan2(distY, distX)
      • Custom script: call RemoveLocation(t)
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • i Less than 8192
        • Then - Actions
          • Set i = (i + 1)
        • Else - Actions
          • Set i = 0
          • Set i = (i + 1)
      • Custom script: set udg_Bullet[udg_i] = CreateUnit(GetOwningPlayer(u), 'e000', x, y, angle)
      • Custom script: call AddFlying(udg_Bullet[udg_i])
      • Custom script: set udg_BulletMoveX[udg_i] = dx
      • Custom script: set udg_BulletMoveY[udg_i] = dy
      • Unit - Set the custom value of Bullet[i] to i
      • Set Bullet_Dist[i] = Bullet_Max_Dist
      • Unit Group - Add Bullet[i] to BulletGroup
      • Trigger - Turn on MovingBullet <gen>
Object Values for dummy
cast backswing: 0
blend time: 0
maximum pitch angle: 0
maximum roll angle: 0
projectile impact z: 70
projectile launch z: 70
propulsion window degrees: 60
ms: 1
turnrate: 3 (max)
collision: 0 (also added locust)
movement type: foot
+rep
 
Level 10
Joined
Sep 21, 2007
Messages
517
Element of water, i shall try it, and if it works im in love with you roflmao, Thanks a bunch dude... really thanks a fucking bunch, il try it now lol +rep checking it out
EDIT--- THANKS A BUNCH ELEMENT, I WILL PUT YOU IN CREDITS IN MAP FOR HELPING OUT IN BUGS OMG NOW IT LOOKS GREAT IN ABSOLUTELY EVERY ASPECT YAH00!... lol thanks bro ;)
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thank god for natives huh? >> setting their coords without taking collision into consideration... so good ^^
 
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