- Joined
- Mar 10, 2009
- Messages
- 5,014
That's really awesome APO, is it in JASS?...
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Boomerang
I guess I want the missile to be able to return correctly at the caster's location and disappear
But that thing can be added as well namely, [BOOMERANG RETURN INITIAL LOCATION something like that![]()
Timer

Events


Player - Player 1 (Red) Selects a unit

Conditions

Actions


Set Loc = (Position of (Triggering unit))


Unit - Create 1 Footman for (Owner of (Triggering unit)) at Loc facing Default building facing degrees


Set Dummy = (Last created unit)


Set ID = (Key (Last created unit))


Custom script: call RemoveLocation(udg_Loc)


Hashtable - Save 10.00 as 1 of ID in Hash


Unit Group - Add Dummy to UGrp


Trigger - Turn on Timer Loop <gen>
Timer Loop

Events


Time - Every 1.00 seconds of game time

Conditions

Actions


Unit Group - Pick every unit in UGrp and do (Actions)



Loop - Actions




Set Dummy = (Picked unit)




Set ID = (Key (Picked unit))




Set Timer = (Load 1 of ID from Hash)




If (All Conditions are True) then do (Then Actions) else do (Else Actions)





If - Conditions






Timer Greater than 0.00





Then - Actions






Hashtable - Save (Timer - 1.00) as 1 of ID in Hash






Floating Text - Create floating text that reads (String(Timer)) above (Picked unit) with Z offset 0.00, using font size 10.00, color (100.00%, 100.00%, 100.00%), and 0.00% transparency






Floating Text - Change (Last created floating text): Disable permanence






Floating Text - Set the velocity of (Last created floating text) to 100.00 towards 90.00 degrees






Floating Text - Change the lifespan of (Last created floating text) to 2.00 seconds





Else - Actions






Unit - Add a 0.01 second Generic expiration timer to Dummy






Unit Group - Remove (Picked unit) from UGrp






Hashtable - Clear all child hashtables of child ID in Hash






If (All Conditions are True) then do (Then Actions) else do (Else Actions)







If - Conditions








(UGrp is empty) Equal to True







Then - Actions








Game - Display to (All players) the text: TRIG OFF








Trigger - Turn off (This trigger)







Else - Actions
Why add expiration timer to the dummy when you can just, kill it ?
Plus, you already Set Dummy = Picked unit
Why Set ID = (Key (Picked unit)) again ?
Why not (Key (Dummy)) ?
Set ID = (Key (Picked unit))
(Key (Dummy))
set udg_ID = GetHandleId(udg_Dummy)
if GetUnitFacing(attacker) >= GetUnitFacing(attacked) - 30.0 and GetUnitFacing(attacker) <= GetUnitFacing(attacked) + 30.0 thenif Cos((bj_RADTODEG * Atan2(Ytarget - Yattacking, Xtarget - Xattacking)) - GetUnitFacing(target)) > 0. thenmckill2009, I face a problem in saving the Multi Shot ability that you made in vJASS in my map.
The syntax errors checks that there's a compile error in the line 625: Member redeclared : onInit and line 761: (From this instance)
Any way to solve it?
private static method onInit takes nothing returns nothing
implement MultiShot__Init
