- Joined
- Dec 13, 2008
- Messages
- 222
I want to make MUI knockback ability, so i looked at some tutorials and copied this into my map script, and made init trigger for game cache udg_g (create cache, save, set variable):
Then, I just copied some example trigger into my map and changed it a bit. But now, there is a problem... Whenever unit is attacked, game crashes :SS
Please help me correct this trigger.
JASS:
// ===========================
function H2I takes handle h returns integer
return h
return 0
endfunction
// ===========================
function LocalVars takes nothing returns gamecache
return udg_g
endfunction
function SetHandleHandle takes handle subject, string name, handle value returns nothing
if value==null then
call FlushStoredInteger(LocalVars(),I2S(H2I(subject)),name)
else
call StoreInteger(LocalVars(), I2S(H2I(subject)), name, H2I(value))
endif
endfunction
function SetHandleInt takes handle subject, string name, integer value returns nothing
if value==0 then
call FlushStoredInteger(LocalVars(),I2S(H2I(subject)),name)
else
call StoreInteger(LocalVars(), I2S(H2I(subject)), name, value)
endif
endfunction
function SetHandleBoolean takes handle subject, string name, boolean value returns nothing
if value==false then
call FlushStoredBoolean(LocalVars(),I2S(H2I(subject)),name)
else
call StoreBoolean(LocalVars(), I2S(H2I(subject)), name, value)
endif
endfunction
function SetHandleReal takes handle subject, string name, real value returns nothing
if value==0 then
call FlushStoredReal(LocalVars(), I2S(H2I(subject)), name)
else
call StoreReal(LocalVars(), I2S(H2I(subject)), name, value)
endif
endfunction
function SetHandleString takes handle subject, string name, string value returns nothing
if value==null then
call FlushStoredString(LocalVars(), I2S(H2I(subject)), name)
else
call StoreString(LocalVars(), I2S(H2I(subject)), name, value)
endif
endfunction
function GetHandleHandle takes handle subject, string name returns handle
return GetStoredInteger(LocalVars(), I2S(H2I(subject)), name)
return null
endfunction
function GetHandleInt takes handle subject, string name returns integer
return GetStoredInteger(LocalVars(), I2S(H2I(subject)), name)
endfunction
function GetHandleBoolean takes handle subject, string name returns boolean
return GetStoredBoolean(LocalVars(), I2S(H2I(subject)), name)
endfunction
function GetHandleReal takes handle subject, string name returns real
return GetStoredReal(LocalVars(), I2S(H2I(subject)), name)
endfunction
function GetHandleString takes handle subject, string name returns string
return GetStoredString(LocalVars(), I2S(H2I(subject)), name)
endfunction
function GetHandleUnit takes handle subject, string name returns unit
return GetStoredInteger(LocalVars(), I2S(H2I(subject)), name)
return null
endfunction
function GetHandleTimer takes handle subject, string name returns timer
return GetStoredInteger(LocalVars(), I2S(H2I(subject)), name)
return null
endfunction
function GetHandleTrigger takes handle subject, string name returns trigger
return GetStoredInteger(LocalVars(), I2S(H2I(subject)), name)
return null
endfunction
function GetHandleEffect takes handle subject, string name returns effect
return GetStoredInteger(LocalVars(), I2S(H2I(subject)), name)
return null
endfunction
function GetHandleGroup takes handle subject, string name returns group
return GetStoredInteger(LocalVars(), I2S(H2I(subject)), name)
return null
endfunction
function GetHandleLightning takes handle subject, string name returns lightning
return GetStoredInteger(LocalVars(), I2S(H2I(subject)), name)
return null
endfunction
function GetHandleWidget takes handle subject, string name returns widget
return GetStoredInteger(LocalVars(), I2S(H2I(subject)), name)
return null
endfunction
function FlushHandleLocals takes handle subject returns nothing
call FlushStoredMission(LocalVars(), I2S(H2I(subject)) )
endfunction
Then, I just copied some example trigger into my map and changed it a bit. But now, there is a problem... Whenever unit is attacked, game crashes :SS
JASS:
function PoisonUnit_Update takes nothing returns nothing
local timer t = GetExpiredTimer()
local unit victim = GetHandleUnit(t, "victim")
local unit source = GetHandleUnit(t, "source")
local integer steps = GetHandleInt(t, "steps")
local real angle = GetHandleReal(t, "angle")
call SetUnitPositionLoc( victim, PolarProjectionBJ(GetUnitLoc(victim), 20.00, angle) )
if ( steps <= 1 ) then
call FlushHandleLocals(t)
call DestroyTimer(t)
endif
call SetHandleInt(t, "steps", steps-1)
endfunction
function PoisonUnit takes unit source, unit victim, real angle returns nothing
local timer t = CreateTimer()
local real update = 0.03
local unit source = GetAttacker()
local unit victim = GetAttackedUnitBJ()
local real angle = GetUnitFacing(GetAttacker())
local integer steps = 10
call SetHandleInt(t, "steps", steps)
call SetHandleHandle(t, "victim", victim)
call SetHandleHandle(t, "source", source)
call SetHandleReal(t, "angle", angle)
call TimerStart(t, update, true, function PoisonUnit_Update)
endfunction
//===========================================================================
function InitTrig_Bash takes nothing returns nothing
set gg_trg_Bash = CreateTrigger( )
call TriggerRegisterAnyUnitEventBJ( gg_trg_Bash, EVENT_PLAYER_UNIT_ATTACKED )
call TriggerAddAction( gg_trg_Bash, function PoisonUnit )
endfunction
Please help me correct this trigger.