- 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:
+rep
Here is the trigger:
-
ShootingStart
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Events
- Unit - A unit Starts the effect of an ability
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Conditions
- (Ability being cast) Equal to Sniper Shot
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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)
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
- i Less than 8192
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Then - Actions
- Set i = (i + 1)
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Else - Actions
- Set i = 0
- Set i = (i + 1)
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If - Conditions
- 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>
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Events
Object Values for dummycast 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