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Collision Missles and Channeling

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Jul 14, 2007
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Alright, I need help with creating collision missiles and channeling spells made through JASS. With the collision missiles I've been looking around and it looks like i just create a dummy unit and use set x and set y with a timer but how do you check for the collisions? And for channeling spells, how do you tell it to stop when the caster stops channeling?
 
I think the only way is by creating a unit group each time the dummy moves and checking if there is someone else in the group.

For the timing, change the thing called Follow Time or something like that.
I usually just set it to zero. Never tried to find what it actually does.
 
Hmmm, I see what you mean, but what about stopping it when it hits trees and such, will they appear in unit groups under the right circumstances?
 
Trees are destructables so they won't be included in unit groups. You have to use this for destructables: native EnumDestructablesInRect takes rect r, boolexpr filter, code actionFunc returns nothing.
Don't know if or what that is in GUI. Afaik you can't detect doodas.
 
Hmm... so I'd have to perform two checks periodically? That seems like it could lag very quickly... anyone have an example I could dissect and look at? The missiles in the map "Battle Mages" are kinda the type of thing I'm looking for.
 
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