- Joined
- Aug 26, 2016
- Messages
- 139
I'm trying to work with projectiles and came across an error: the projectile does not fly towards the unit that is attached to the cursor. (Marked with the Target variable)
JASS:
function Trig_ShootTest_Actions2 takes nothing returns nothing
local timer TimerAct = GetExpiredTimer()
local integer id = GetHandleId(TimerAct)
local unit marine = LoadUnitHandle(Hash, id, StringHash("marine"))
local unit Target = LoadUnitHandle(Hash, id, StringHash("Target"))
local unit Dummy = LoadUnitHandle(Hash, id, StringHash("Dummy"))
local real process = LoadReal(Hash, id, StringHash("process")) + LoadReal(Hash, id, StringHash("Speed"))
local group gACT
local unit u = null
if process > LoadReal(Hash, id, StringHash("maxDist")) then
call DestroyGroup(LoadGroupHandle(Hash, id, StringHash("group")))
call KillUnit(Dummy)
call FlushChildHashtable(Hash, id)
call PauseTimer(TimerAct)
call DestroyTimer(TimerAct)
else
call SaveReal(Hash, id, StringHash("process"), process)
call SetUnitX(Dummy, GetUnitX(Dummy) + LoadReal(Hash, id, StringHash("Speed")) * Cos(LoadReal(Hash, id, StringHash("angle")) * bj_DEGTORAD))
call SetUnitY(Dummy, GetUnitY(Dummy) + LoadReal(Hash, id, StringHash("Speed")) * Sin(LoadReal(Hash, id, StringHash("angle")) * bj_DEGTORAD))
set gACT =CreateGroup()
call GroupEnumUnitsInRange(gACT, GetUnitX(Dummy),GetUnitY(Dummy), LoadReal(Hash, id, StringHash("Aoe")), null )
loop
set u = FirstOfGroup(gACT)
exitwhen u == null
if GetWidgetLife(u) > 0.405 and not IsUnitInGroup(u, LoadGroupHandle(Hash, id, StringHash("group"))) then
if IsUnitEnemy(u, GetOwningPlayer(marine)) then
call UnitDamageTarget(marine, u, LoadReal(Hash, id, StringHash("Damege")), false, false, ATTACK_TYPE_NORMAL, DAMAGE_TYPE_NORMAL, null)
call DestroyEffect(AddSpecialEffectTarget(LoadStr(Hash, id, StringHash("BloodEfect")), u, "chest"))
else
endif
endif
call GroupRemoveUnit(gACT, u)
endloop
call DestroyGroup(gACT)
endif
set Target = null
set marine = null
set Dummy = null
set TimerAct = null
set gACT = null
endfunction
function Trig_ShootTest_Copy_Actions takes nothing returns nothing
local unit marine = gg_unit_H000_0003
local unit Target = gg_unit_n000_0005
local real xMarine = GetUnitX(marine)
local real yMarine = GetUnitY(marine)
local real xTarget = GetUnitX(Target)
local real yTarget = GetUnitY(Target)
local real angle = bj_RADTODEG * Atan2(yTarget - yMarine, xTarget - xMarine)
local unit Dummy = CreateUnit(GetOwningPlayer(marine), 'n001', xMarine, yMarine, angle)
local real maxDis = 1200
local real Damege = 50
local real Aoe = 90
local real Speed = 700
local string BloodEfect = "WeaponsandEffect/BloodDamage.mdx"
local timer TimerAct = CreateTimer()
local integer id = GetHandleId(TimerAct)
if xMarine == xTarget and yMarine == yMarine then
set angle = GetUnitFacing(marine)
endif
call SetUnitX(Dummy, xMarine + 50 * Cos(angle * bj_DEGTORAD))
call SetUnitY(Dummy, yMarine + 50 * Sin(angle * bj_DEGTORAD))
call SaveUnitHandle(Hash, id, StringHash("marine"), marine)
call SaveUnitHandle(Hash, id, StringHash("Target"), Target)
call SaveUnitHandle(Hash, id, StringHash("Dummy"), Dummy)
call SaveReal(Hash, id, StringHash("Damege"), Damege)
call SaveReal(Hash, id, StringHash("maxDis"), maxDis)
call SaveReal(Hash, id, StringHash("Aoe"), Aoe)
call SaveReal(Hash, id, StringHash("angle"), angle)
call SaveReal(Hash, id, StringHash("Speed"), Speed * 0.03)
call SaveStr(Hash, id, StringHash("BloodEfect"), BloodEfect)
call SaveReal(Hash, id, StringHash("process"), 0)
call SaveGroupHandle(Hash, id, StringHash("group"), CreateGroup())
call TimerStart(TimerAct, 0.03, true, function Trig_ShootTest_Actions2)
set marine = null
set Target = null
set Dummy = null
set TimerAct = null
endfunction
function Trig_ShootTest_Copy_Conditions takes nothing returns boolean
return BlzGetTriggerPlayerMouseButton() == MOUSE_BUTTON_TYPE_RIGHT
endfunction
//===========================================================================
function InitTrig_ShootTest_Copy takes nothing returns nothing
set gg_trg_ShootTest_Copy = CreateTrigger( )
call TriggerRegisterPlayerMouseEventBJ( gg_trg_ShootTest_Copy, Player(0), bj_MOUSEEVENTTYPE_DOWN )
call TriggerAddCondition( gg_trg_ShootTest_Copy, Condition( function Trig_ShootTest_Copy_Conditions ) )
call TriggerAddAction( gg_trg_ShootTest_Copy, function Trig_ShootTest_Copy_Actions )
endfunction