- Joined
- Sep 28, 2004
- Messages
- 365
Heres the below code:
I modify the Hashtable tutorial knockback spell by a abit to see how i can detect pathing so that it will stop when it hits a cliff or tree. But it is not working? I even looked at Simple Spell Pack v1.2 and his Razor Edge works perfectly by detecting the pathing.
Please help, below is the code:
Eg: when the unit hit a cliff or tree, it keeps moving on.
** Please note that i didn't touch any of the hashtable values or edit them in anyway
I modify the Hashtable tutorial knockback spell by a abit to see how i can detect pathing so that it will stop when it hits a cliff or tree. But it is not working? I even looked at Simple Spell Pack v1.2 and his Razor Edge works perfectly by detecting the pathing.
Please help, below is the code:
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KnockbackUnits
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Events
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Time - Every 0.04 seconds of game time
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Conditions
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Actions
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Unit Group - Pick every unit in KnockbackUnits and do (Actions)
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Loop - Actions
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-------- Load all necessary variables stored in the Hashtable --------
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Set KnockbackDistance = (Load (Key distance) of (Key (Picked unit)) from knockbackTable)
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Set KnockbackAngle = (Load (Key angle) of (Key (Picked unit)) from knockbackTable)
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Set RemainingTime = (Load (Key time) of (Key (Picked unit)) from knockbackTable)
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Set KnockbackPos = ((Position of (Picked unit)) offset by KnockbackDistance towards KnockbackAngle degrees)
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
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(Terrain pathing at KnockbackPos of type Walkability is off) Equal to True
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Then - Actions
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Game - Display to (All players) the text: HIT!
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-------- Knockback is done, clean up --------
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Hashtable - Clear all child hashtables of child (Key (Picked unit)) in knockbackTable
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Unit Group - Remove (Picked unit) from KnockbackUnits
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Custom script: call RemoveLocation(udg_KnockbackPos)
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Else - Actions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
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RemainingTime Greater than 0.00
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Then - Actions
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-------- Move the unit and update time remaining --------
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Unit - Move (Picked unit) instantly to KnockbackPos
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Hashtable - Save (RemainingTime - 0.04) as (Key time) of (Key (Picked unit)) in knockbackTable
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Else - Actions
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-------- Knockback is done, clean up --------
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Hashtable - Clear all child hashtables of child (Key (Picked unit)) in knockbackTable
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Unit Group - Remove (Picked unit) from KnockbackUnits
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Custom script: call RemoveLocation(udg_KnockbackPos)
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Eg: when the unit hit a cliff or tree, it keeps moving on.
** Please note that i didn't touch any of the hashtable values or edit them in anyway
