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Circle Shape Dummy Movement

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Jul 14, 2011
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<< Edit >>
Nevermind, the cicle speed (angle increase) was too fast (high) so the Dummy was doing the full round around the target. My bad. This is Solved

Hi!

I'm helping someone with an abilty that makes some spirits move around a unit

I used this method to create the dummies in a Circular Shape around the Target of the ability. It works perfectly
JASS:
function SpartSpiritSetActions takes nothing returns nothing
    local unit Target = GetSpellTargetUnit()
    local real DBS = 360 / Spart_SpiritCount // Distance between spirits
    local integer looper = 0
    local unit dummy
    local real angle
    local real x
    local real y
    local integer cv
    
    
    loop
        exitwhen looper == Spart_SpiritCount
        set angle = (R2I(looper) * DBS) * bj_DEGTORAD
        set x = GetUnitX(Target) + Spart_SpiritOffset * Cos(angle)
        set y = GetUnitY(Target) + Spart_SpiritOffset * Sin(angle)
        set dummy = CreateUnit(GetOwningPlayer(Target), Spart_SpiritId, x, y, 0)
        set cv = GetUnitUserData(dummy)
        set Spart_SpiritAngle[cv] = angle
        set Spart_SpiritTarget[cv] = Target
        call GroupAddUnit(Spart_SpiritProtectGroup, dummy)
        set looper = looper+1
    endloop
    
    call EnableTrigger(gg_trg_SpartSpirit_Protect_Loop)
    
    set Target = null
    set dummy = null

endfunction

Now I use this method to move the dummies around the target
JASS:
function SpartSpirit_Protect_Loop_GroupActions takes nothing returns nothing
    local unit dummy = GetEnumUnit()
    local integer cv = GetUnitUserData(dummy)
    local unit target = Spart_SpiritTarget[cv]
    local real x
    local real y
    local real angle = Spart_SpiritAngle[cv] + Spart_SpiritSpeed
    
    set Spart_SpiritAngle[cv] = angle
    
    set x = GetUnitX(target) + Spart_SpiritOffset * Cos(angle)
    set y = GetUnitY(target) + Spart_SpiritOffset * Sin(angle)
    call SetUnitX(dummy, x)
    call SetUnitY(dummy, y)
    
    set dummy = null
    set target = null
    
endfunction

It also works, but I noticed that the dummies remain the a circular Shape, and move around the target, but not in the same order like clock pointers. I Tough they would move with logic, like having Dummies 1, 2, 3, 4, 5 changing positions in the same order and keeping their original creation order, but it's not working like that. Instead the dummies are being moved to some random point in the circle; maintaining the shape, angle, speed, and everything just as if they were moving like clock pointers, but they're not.
 
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