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[JASS] TerrainZ value/ effect height wrong translated

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Level 6
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Aug 28, 2015
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I try to convert BPowers GUI friendly Missile to the newest update 1.29 taking the need of the dummy model out and manipulate the effect by itself.
sadly I can't wrap my head around the issue that the missile changes the height aswell when the terrain changes underneath because of this I would like to ask here if someone can spot the problem.
I also think this could be maybe a bug of the new natives because the are not completly bugfree but maybe there is a workaround.
JASS:
//TESH.scrollpos=0
//TESH.alwaysfold=0
//=============================================================
// Name: Missile
// Version: 1.6.1
// Description: A system for your projectile needs.
// Author: BPower
//
// Written in JASS, API designed for usage with GUI.
// Published on hiveworkshop.com
// - hiveworkshop.com/forums/spells-569/missile-gui-version-1-1-a-275718/
//=============================================================
// Before getting started make sure that you check
// the settings in trigger Missile Configurate.
//
// udg_Missile__DummyTypeId
// • Make sure you have Vexorians dummy.mdx imported.
// • Only units of this type id will be recycled.
//
//=============================================================
// Variable naming.
//=============================================================
// Variables which users shouldn't access have no underscore.
// Array variables which are available at any time have one underscore _.
// Scalar variables which are only available during events have two underscores __.
//
//=============================================================
// Missile API.
//=============================================================
// Syntax for missile creation in GUI:
// 1. Run trigger Missile Configurate <gen>
// 2. Set properties via scalar variables.
// 3. Run trigger Missile <gen>
// JASS users may call the create and launch function directly.
//
// Missile operates with custom events.
// This means that you have access to
// a missile's properties within action functions
// of the Missile trigger interface.
//
// "udg_Missile__EventId" indicates
// which event trigger has been dispatched.
//
// "udg_Missile__EventIndex" is the array index
// of the triggering missile.
//
// Avaliable events are:
//
// 1.) udg_EVENT_MISSILE_COLLIDE_UNIT
// • Runs when a missile collides with a unit.
//
// 2.) udg_EVENT_MISSILE_COLLIDE_DEST
// • Runs when a missile collides with a destructable.
//
// 3.) udg_EVENT_MISSILE_PERIODIC
// • Runs every missile timer interval.
//
// 4.) udg_EVENT_MISSILE_FINISH
// • Runs when a missile reaches its impact position.
//
// 5.) udg_EVENT_MISSILE_REMOVE
// • Runs when a missile is destroyed.
//
// 6.) udg_EVENT_MISSILE_NOTHING
// • Value of udg_Missile__EventId when accessed
// from outside a trigger action function.
//
// During every missile event you may use the
// following GUI generated variables.
// Every scalar variable has an equivalent array variable,
// which you can read and use at any time.
// For exmple: udg_Missile__Source vs. udg_Missile_Source[index]
//
// Trigger variables which fire Missile events:
//
// trigger udg_Missile__OnCollideUnit - trigger array udg_Missile_OnUnit
// trigger udg_Missile__OnCollideDestructable - trigger array udg_Missile_OnDest
// trigger udg_Missile__OnPeridoic - trigger array udg_Missile_OnPeriodic
// trigger udg_Missile__OnRemove - trigger array udg_Missile_OnRemove
// trigger udg_Missile__OnFinish - trigger array udg_Missile_OnFinish
//
// Variables which mimic a function call:
//
// location udg_Missile__Origin
// location udg_Missile__Impact
// boolean udg_Missile__WantDestroy - boolean array udg_Missile_WantDestroy
// boolean udg_Missile__Recycle - boolean array udg_Missile_Recycle
// real udg_Missile__Scale - real array udg_Missile_Scale
// real udg_Missile__FlyTime - real array udg_Missile_FlyTime ( Converts time in seconds to a vector lenght )
// real udg_Missile__Model - string array udg_Missile_Model ( Converts a string path to a special effect )
// real udg_Missile__Arc - real array udg_Missile_Arc ( Converts an arc in degree to height value )
// real udg_Missile__Curve - real array udg_Missile_Curve ( Converts a curve in degree to an open value )
//
// Variables for read-only:
//
// integer udg_Missile__EventId
// integer udg_Missile__EventIndex
// unit udg_Missile__Dummy - unit array udg_Missile_Dummy
// real udg_Missile__Angle - real array udg_Missile_Angle ( In radians )
// real udg_Missile__Distance - real array udg_Missile_Distance ( Total distance traveled )
//
// Variables for read and set.
//
// unit udg_Missile__Source - unit array udg_Missile_Source
// unit udg_Missile__Target - unit array udg_Missile_Target ( Enables homing behaviour towards a target unit )
// player udg_Missile__Owner - unit array udg_Missile_Owner ( Pseudo-owner for better onCollide evaluation )
// real udg_Missile__ImpactZ - real array udg_Missile_ImpactZ
// real udg_Missile__OriginZ - real array udg_Missile_OriginZ
// real udg_Missile__Damage - real array udg_Missile_Damage
// real udg_Missile__Collision - real array udg_Missile_Collision
// real udg_Missile__Speed - real array udg_Missile_Speed
// real udg_Missile__Acceleration - real array udg_Missile_Acceleration
// real udg_Missile__Height - real array udg_Missile_Height ( Highest point of the parabola )
// real udg_Missile__Open - real array udg_Missile_Open
// real udg_Missile__Turn - real array udg_Missile_Turn ( Turn ratio per second )
// real udg_Missile__Data - integer array udg_Missile_Data
//
//=============================================================
// JASS user settings.
//=============================================================

// Set the timer timeout for projectile motion and trigger interface evaluation.
constant function Missile_GetTimerTimeout takes nothing returns real
return 0.031250000
endfunction

// Set the maximum widget collision radius in this map.
// By default the largest pathing is the human townhall with 196.
constant function Missile_GetMaxCollision takes nothing returns real
return 196.
endfunction

// Set the owning player of all dummy units.
// It should be a neutral player in your map.
// Shouldn't be needed anymore after changing everything to effects
constant function Missile_GetDummyOwner takes nothing returns player
return Player(PLAYER_NEUTRAL_PASSIVE)
endfunction

// Fictional z height for units in your map.
function Missile_GetUnitBodySize takes unit whichUnit returns real
return 100.
endfunction

// Fictional z height for destructables in your map.
function Missile_GetDestructableHeight takes destructable whichDest returns real
return GetDestructableOccluderHeight(whichDest)
endfunction

// Fictional value for the maximum effect death time in your map.
constant function Missile_GetEffectDeathTime takes nothing returns integer
return 3
endfunction

//=============================================================
// Required utility functions.
//=============================================================

// Debugging Missile.
// Change the condition from "true" to "false" or delete
// the content of this function to disable error messages.
function Missile_ErrorMessage takes boolean expr, string func, string object, integer index, string text returns nothing
local string orange = "|cffffa500"
local string blue = "|cff99b4d1"
local string next = "\n"
local string space = " "
local string str = space + next
if expr and true then
set str = str + orange + "Error in Trigger Missile|r"
set str = str + next + next + space + orange + "Function: |r" + blue + func + "|r"
set str = str + next + space + orange + "Object: |r" + blue + object + "|r"
set str = str + next + space + orange + "Index: |r" + blue + I2S(index) + "|r"
set str = str + next + space + orange + "Description: |r" + blue + text + "|r"
call DisplayTimedTextToPlayer(GetLocalPlayer(), 0.00, 0.00, 3600.00, str)
endif
endfunction

// Returns the proper Z height of point p(x/y).
function Missile_GetLocZ takes real x, real y returns real
call MoveLocation(udg_MissileLocZ, x, y)
return GetLocationZ(udg_MissileLocZ)
endfunction

function Missile_GetArc takes integer index returns real
return Tan(udg_Missile__Arc*bj_DEGTORAD)*udg_Missile_AB_Distance[index]/4
endfunction

function Missile_GetCurve takes integer index returns real
return Tan(udg_Missile__Curve*bj_DEGTORAD)*udg_Missile_AB_Distance[index]
endfunction

// Converts fly time to missile speed.
// Doesn't take acceleration into account.
function Missile_GetFlyTime takes integer index returns real
return (udg_Missile_AB_Distance[index] - udg_Missile_AB_Traveled[index])/RMaxBJ(0.0000001, udg_Missile__FlyTime)
endfunction

function Missile_Math takes integer index returns nothing
local real dx
local real dy
local real iz// Allows to set an impact offset in z.
if udg_Missile_Target[index] != null and GetUnitTypeId(udg_Missile_Target[index]) != 0 then
set udg_Missile_OriginX[index] = BlzGetLocalSpecialEffectX(udg_Missile_Effect[index])
set udg_Missile_OriginY[index] = BlzGetLocalSpecialEffectY(udg_Missile_Effect[index])
set udg_Missile_OriginZ[index] = BlzGetLocalSpecialEffectZ(udg_Missile_Effect[index])
set udg_Missile_ImpactX[index] = GetUnitX(udg_Missile_Target[index])
set udg_Missile_ImpactY[index] = GetUnitY(udg_Missile_Target[index])
set udg_Missile_AB_Traveled[index] = 0.00
// Once you set a homing target you'll lose arc & curve settings.
// That may get patched in the next version update.
set udg_Missile_Open[index] = 0.00
set udg_Missile_Height[index] = 0.00
set udg_Missile_Curve[index] = 0.00
set udg_Missile_Arc[index] = 0.00
set iz = GetUnitFlyHeight(udg_Missile_Target[index]) + udg_Missile_ImpactZ[index]
else
set iz = udg_Missile_ImpactZ[index]
endif
loop
set dx = udg_Missile_OriginX[index] - udg_Missile_ImpactX[index]
set dy = udg_Missile_OriginY[index] - udg_Missile_ImpactY[index]
set dx = dx*dx + dy*dy
set dy = SquareRoot(dx)
exitwhen dx != 0.00 and dy != 0.00// Check for parabola limits.
set udg_Missile_OriginX[index] = udg_Missile_OriginX[index] + 0.01
endloop
set udg_Missile_A_Z[index] = Missile_GetLocZ(udg_Missile_OriginX[index], udg_Missile_OriginY[index])
set udg_Missile_B_Z[index] = Missile_GetLocZ(udg_Missile_ImpactX[index], udg_Missile_ImpactY[index])
set udg_Missile_AB_Square[index] = dx
set udg_Missile_AB_Distance[index] = dy
set udg_Missile_AB_Angle[index] = Atan2(udg_Missile_ImpactY[index] - udg_Missile_OriginY[index], udg_Missile_ImpactX[index] - udg_Missile_OriginX[index])
set udg_Missile_AB_Pitch[index] = ((iz + udg_Missile_B_Z[index]) - (udg_Missile_OriginZ[index] + udg_Missile_A_Z[index]))/dy
endfunction

// Doesn't include all array types. Only those which require a reset.
function Missile_ResetArrays takes integer index returns nothing
set udg_Missile_AB_Traveled[index] = 0.00
set udg_Missile_Acceleration[index] = 0.00
set udg_Missile_Arc[index] = 0.00
set udg_Missile_Collision[index] = 0.00
set udg_Missile_Curve[index] = 0.00
set udg_Missile_CurveX[index] = 0.00
set udg_Missile_CurveY[index] = 0.00
set udg_Missile_Damage[index] = 0.00
set udg_Missile_Data[index] = 0
set udg_Missile_Distance[index] = 0.00
//set udg_Missile_Dummy[index] = null
set udg_Missile_Effect[index] = null
set udg_Missile_Model[index] = null
set udg_Missile_FlyTime[index] = 0.00
set udg_Missile_Height[index] = 0.00
set udg_Missile_OriginZ[index] = 0.00
set udg_Missile_ImpactZ[index] = 0.00
set udg_Missile_OnUnit[index] = null
set udg_Missile_OnDest[index] = null
set udg_Missile_OnPeriodic[index] = null
set udg_Missile_OnFinish[index] = null
set udg_Missile_OnRemove[index] = null
set udg_Missile_Open[index] = 0.00
set udg_Missile_Owner[index] = null
set udg_Missile_Recycle[index] = false
set udg_Missile_Scale[index] = 1.00
set udg_Missile_Source[index] = null
set udg_Missile_Speed[index] = 0.00
set udg_Missile_Target[index] = null
set udg_Missile_Turn[index] = 0.00
set udg_Missile_WantDestroy[index] = false
endfunction

function Missile_SaveUserData takes integer index returns nothing
local boolean math = false
set udg_Missile_OnUnit[index] = udg_Missile__OnCollideUnit
set udg_Missile_OnDest[index] = udg_Missile__OnCollideDestructable
set udg_Missile_OnPeriodic[index] = udg_Missile__OnPeriodic
set udg_Missile_OnFinish[index] = udg_Missile__OnFinish
set udg_Missile_OnRemove[index] = udg_Missile__OnRemove
set udg_Missile_Source[index] = udg_Missile__Source
set udg_Missile_Target[index] = udg_Missile__Target
set udg_Missile_Owner[index] = udg_Missile__Owner
set udg_Missile_Data[index] = udg_Missile__Data
set udg_Missile_Collision[index] = udg_Missile__Collision
set udg_Missile_WantDestroy[index] = udg_Missile__WantDestroy
set udg_Missile_Damage[index] = udg_Missile__Damage
set udg_Missile_Acceleration[index] = udg_Missile__Acceleration
set udg_Missile_Turn[index] = udg_Missile__Turn
// The user set a new origin point.
if udg_Missile__Origin != null then
set udg_Missile_OriginX[index] = GetLocationX(udg_Missile__Origin)
set udg_Missile_OriginY[index] = GetLocationY(udg_Missile__Origin)
call RemoveLocation(udg_Missile__Origin)
set udg_Missile__Origin = null
set math = true
endif
if udg_Missile_OriginZ[index] != udg_Missile__OriginZ then
set udg_Missile_OriginZ[index] = udg_Missile__OriginZ
set math = true
endif

if udg_Missile__Impact != null then
set udg_Missile_ImpactX[index] = GetLocationX(udg_Missile__Impact)
set udg_Missile_ImpactY[index] = GetLocationY(udg_Missile__Impact)
call RemoveLocation(udg_Missile__Impact)
set udg_Missile__Impact = null
set math = true
endif
if udg_Missile_ImpactZ[index] != udg_Missile__ImpactZ then
set udg_Missile_ImpactZ[index] = udg_Missile__ImpactZ
set math = true
endif
if math then
call Missile_Math(index)
endif

// The user defined a new model.
if udg_Missile_Model[index] != udg_Missile__Model then
set udg_Missile_Model[index] = udg_Missile__Model
if udg_Missile_Effect[index] != null then
call DestroyEffect(udg_Missile_Effect[index])
endif
if StringLength(udg_Missile__Model) > 0 then
            //#################################### Modified ####################################
set udg_Missile_Effect[index] = AddSpecialEffect(udg_Missile__Model, udg_Missile_OriginX[index], udg_Missile_OriginY[index])
else
//Check here for default model else there will be no effect as relation getter available
set udg_Missile_Effect[index] = null
endif
endif
// Default scaling on Missile_Create is 1.00.
if udg_Missile_Scale[index] != udg_Missile__Scale then
set udg_Missile_Scale[index] = udg_Missile__Scale
        //#################################### Modified ####################################
        call BlzSetSpecialEffectScale( udg_Missile_Effect[index], udg_Missile__Scale )
//call SetUnitScale(udg_Missile_Dummy[index], udg_Missile__Scale, 0.00, 0.00)
endif
if udg_Missile_Curve[index] != udg_Missile__Curve then
set udg_Missile_Curve[index] = udg_Missile__Curve
set udg_Missile_Open[index] = Missile_GetCurve(index)
else
set udg_Missile_Open[index] = udg_Missile__Open
endif

if udg_Missile_Arc[index] != udg_Missile__Arc then
set udg_Missile_Arc[index] = udg_Missile__Arc
set udg_Missile_Height[index] = Missile_GetArc(index)
else
set udg_Missile_Height[index] = udg_Missile__Height
endif

if udg_Missile_FlyTime[index] != udg_Missile__FlyTime then
set udg_Missile_FlyTime[index] = udg_Missile__FlyTime
set udg_Missile_Speed[index] = Missile_GetFlyTime(index)
else
set udg_Missile_Speed[index] = udg_Missile__Speed
endif
endfunction

function Missile_LoadData takes integer index returns nothing
set udg_Missile__Index = index

// Load event triggers.
set udg_Missile__OnCollideUnit = udg_Missile_OnUnit[index]
set udg_Missile__OnCollideDestructable = udg_Missile_OnDest[index]
set udg_Missile__OnPeriodic = udg_Missile_OnPeriodic[index]
set udg_Missile__OnFinish = udg_Missile_OnFinish[index]
set udg_Missile__OnRemove = udg_Missile_OnRemove[index]
// Load other handle types.
    //#################################### Modified ####################################
set udg_Missile__Effect = udg_Missile_Effect[index]
set udg_Missile__Source = udg_Missile_Source[index]
set udg_Missile__Target = udg_Missile_Target[index]
set udg_Missile__Owner = udg_Missile_Owner[index]
set udg_Missile__Damage = udg_Missile_Damage[index]
set udg_Missile__Collision = udg_Missile_Collision[index]
set udg_Missile__Model = udg_Missile_Model[index]
set udg_Missile__Data = udg_Missile_Data[index]
set udg_Missile__Scale = udg_Missile_Scale[index]
set udg_Missile__WantDestroy = udg_Missile_WantDestroy[index]
set udg_Missile__Speed = udg_Missile_Speed[index]
set udg_Missile__Acceleration = udg_Missile_Acceleration[index]
set udg_Missile__Open = udg_Missile_Open[index]
set udg_Missile__Turn = udg_Missile_Turn[index]
set udg_Missile__Height = udg_Missile_Height[index]
set udg_Missile__Angle = udg_Missile_Angle[index]
set udg_Missile__Distance = udg_Missile_Distance[index]
set udg_Missile__Arc = udg_Missile_Arc[index]
set udg_Missile__Curve = udg_Missile_Curve[index]
set udg_Missile__FlyTime = udg_Missile_FlyTime[index]
set udg_Missile__OriginZ = udg_Missile_OriginZ[index]
set udg_Missile__ImpactZ = udg_Missile_ImpactZ[index]
endfunction

function Missile_ResetScalars takes nothing returns nothing
if udg_Missile__Origin != null then
call RemoveLocation(udg_Missile__Origin)
set udg_Missile__Origin = null
endif
if udg_Missile__Impact != null then
call RemoveLocation(udg_Missile__Origin)
set udg_Missile__Impact = null
endif
set udg_Missile__WantDestroy = false
set udg_Missile__Recycle = false
set udg_Missile__OnCollideUnit = null
set udg_Missile__OnPeriodic = null
set udg_Missile__OnFinish = null
set udg_Missile__OnCollideDestructable = null
set udg_Missile__OnRemove = null
    //#################################### Modified ####################################
set udg_Missile__Effect = null
set udg_Missile__Source = null
set udg_Missile__Target = null
set udg_Missile__Owner = null
set udg_Missile__Model = null
set udg_Missile__Angle = 0.00
set udg_Missile__Collision = 0.00
set udg_Missile__Damage = 0.00
set udg_Missile__Speed = 0.00
set udg_Missile__Acceleration = 0.00
set udg_Missile__Open = 0.00
set udg_Missile__Height = 0.00
set udg_Missile__Turn = 0.00
set udg_Missile__Distance = 0.00
set udg_Missile__ImpactZ = 0.00
set udg_Missile__OriginZ = 0.00
set udg_Missile__Arc = 0.00
set udg_Missile__Curve = 0.00
set udg_Missile__FlyTime = 0.00
set udg_Missile__Scale = 1.00
set udg_Missile__EventId = udg_EVENT_MISSILE_NOTHING
set udg_Missile__Data = 0
set udg_Missile__Index = 0
endfunction

//=============================================================
// Wrapper functions.
//=============================================================

function Missile_RunTrigger takes integer index, trigger trig, integer eventId returns boolean
set udg_Missile__EventId = eventId
set udg_Missile__EventIndex = index
call Missile_LoadData(index)
if TriggerEvaluate(trig) then
call TriggerExecute(trig)
call Missile_SaveUserData(index)
endif
// Just in case the user accidently changes udg_Missile__Index.
set udg_Missile__EventIndex = 0
set udg_Missile__EventId = udg_EVENT_MISSILE_NOTHING
return udg_Missile__WantDestroy
endfunction

//=============================================================
// Missile structure. Static unique doubly linked list.
//=============================================================

function Missile_SetListNextNode takes integer node, integer nextNode returns nothing
set udg_MissileNextNode[node] = nextNode
endfunction
constant function Missile_GetListNextNode takes integer node returns integer
return udg_MissileNextNode[node]
endfunction

function Missile_SetListPrevNode takes integer node, integer prevNode returns nothing
set udg_MissilePrevNode[node] = prevNode
endfunction
constant function Missile_GetListPrevNode takes integer node returns integer
return udg_MissilePrevNode[node]
endfunction

function Missile_SetListFirstNode takes integer node returns nothing
set udg_MissileNextNode[0] = node
endfunction
constant function Missile_GetListFirstNode takes nothing returns integer
return udg_MissileNextNode[0]
endfunction

function Missile_SetListLastNode takes integer node returns nothing
set udg_MissilePrevNode[0] = node
endfunction
constant function Missile_GetListLastNode takes nothing returns integer
return udg_MissilePrevNode[0]
endfunction

function Missile_ListRemoveNode takes integer node returns nothing
call Missile_SetListNextNode(Missile_GetListPrevNode(node), Missile_GetListNextNode(node))
call Missile_SetListPrevNode(Missile_GetListNextNode(node), Missile_GetListPrevNode(node))
endfunction

function Missile_ListPushNode takes integer node returns nothing
call Missile_SetListPrevNode(Missile_GetListFirstNode(), node)
call Missile_SetListNextNode(node, Missile_GetListFirstNode())
call Missile_SetListFirstNode(node)
call Missile_SetListPrevNode(node, 0)
endfunction

function Missile_AllocateNode takes nothing returns integer
local integer node = udg_MissileRecycler[0]
if node == 0 then
set node = udg_MissileNodes + 1
// Overflow
if node == JASS_MAX_ARRAY_SIZE then
call Missile_ErrorMessage(true, "Missile_AllocateNode", "udg_MissileNodes", JASS_MAX_ARRAY_SIZE, "Stack overflow!")
return 0
endif
set udg_MissileNodes = node
else
set udg_MissileRecycler[0] = udg_MissileRecycler[node]
endif
set udg_MissileAllocated[node] = true
return node
endfunction

function Missile_RecycleNode takes integer node returns nothing
set udg_MissileAllocated[node] = false
set udg_MissileRecycler[node] = udg_MissileRecycler[0]
set udg_MissileRecycler[0] = node
endfunction

//=================================================================
// Destructor & Cleanup.
//=================================================================

function Missile_Clear takes integer index returns nothing
if udg_Missile_Effect[index] != null then
call DestroyEffect(udg_Missile_Effect[index])
endif
    //#################################### Modified ####################################
//call Missile_RecycleDummy(udg_Missile_Dummy[index])
call Missile_ResetArrays(index)
call FlushChildHashtable(udg_MissileHash, index)
endfunction

function Missile_Destroy takes integer index returns nothing
if udg_MissileAllocated[index] then
if udg_MissileLaunched[index] then
if udg_Missile_OnRemove[index] != null then
call Missile_RunTrigger(index, udg_Missile_OnRemove[index], udg_EVENT_MISSILE_REMOVE)
endif
call Missile_ListRemoveNode(index)
if Missile_GetListFirstNode() == 0 then
call PauseTimer(udg_MissileTimer)
endif
set udg_MissileLaunched[index] = false
endif
call Missile_Clear(index)
call Missile_RecycleNode(index)
else
call Missile_ErrorMessage(true, "Missile_Destroy", "udg_MissileAllocated", index, "Attempt to destroy invalid node!")
endif
endfunction

//=============================================================
// Widget collision code.
//=============================================================

// For a rectangle collision z values are
// very inaccurate, hence they are completly ignored.
function Missile_IsWidgetInRectangleRad takes integer index, widget w returns boolean
local real wx = GetWidgetX(w)
local real wy = GetWidgetY(w)
local real dx = udg_Missile_PosX[index] - udg_Missile_PrevX[index]
local real dy = udg_Missile_PosY[index] - udg_Missile_PrevY[index]
local real s = (dx*(wx - udg_Missile_PrevX[index]) + dy*(wy - udg_Missile_PrevY[index]))/RMaxBJ(0.0001, (dx*dx + dy*dy))
if s < 0.00 then
set s = 0.00
elseif s > 1.00 then
set s = 1.00
endif
set dx = (udg_Missile_PrevX[index] + s*dx) - wx
set dy = (udg_Missile_PrevY[index] + s*dy) - wy
return dx*dx + dy*dy <= udg_Missile_Collision[index]*udg_Missile_Collision[index]
endfunction
function Missile_IsWidgetInRange takes integer index, widget w, real wz, real distance returns boolean
local real wx = GetWidgetX(w)
local real wy = GetWidgetY(w)
local real dz = Missile_GetLocZ(wx, wy) - udg_Missile_TerrainZ[index]
    //#################################### Modified ####################################
    local real Mx = udg_Missile_PosX[index]
    local real My = udg_Missile_PosY[index]
    local real ds = SquareRoot((wx - Mx * wx - Mx) + (wy - My * wy - My))
    return ds <= distance and dz + wz >= udg_Missile_PosZ[index] and dz <= udg_Missile_PosZ[index] + distance
endfunction

function Missile_SetRectRectangle takes integer index returns rect
local real x1 = udg_Missile_PrevX[index]
local real y1 = udg_Missile_PrevY[index]
local real x2 = udg_Missile_PosX[index]
local real y2 = udg_Missile_PosY[index]
local real d = udg_Missile_Collision[index] + Missile_GetMaxCollision()
// What is min, what is max ...
if x1 < x2 then
if y1 < y2 then
call SetRect(udg_MissileRect, x1 - d, y1 - d, x2 + d, y2 + d)
else
call SetRect(udg_MissileRect, x1 - d, y2 - d, x2 + d, y1 + d)
endif
else
if y1 < y2 then
call SetRect(udg_MissileRect, x2 - d, y1 - d, x1 + d, y2 + d)
else
call SetRect(udg_MissileRect, x2 - d, y2 - d, x1 + d, y1 + d)
endif
endif
return udg_MissileRect
endfunction

function Missile_SetRectCircle takes integer index returns rect
local real x = udg_Missile_PosX[index]
local real y = udg_Missile_PosY[index]
local real d = udg_Missile_Collision[index] + Missile_GetMaxCollision()
call SetRect(udg_MissileRect, x - d, y - d, x + d, y + d)
return udg_MissileRect
endfunction

function Missile_RunUnitCollision takes integer index returns nothing
local real size = udg_Missile_Collision[index]
local boolean rectangle = size < udg_Missile_Speed[index]*Missile_GetTimerTimeout()
local real collideZ
local boolean hit
local unit u
if rectangle then
call GroupEnumUnitsInRect(udg_MissileGroup, Missile_SetRectRectangle(index), null)
else
call GroupEnumUnitsInRange(udg_MissileGroup, udg_Missile_PosX[index], udg_Missile_PosY[index], size + Missile_GetMaxCollision(), null)
endif
loop
set u = FirstOfGroup(udg_MissileGroup)
exitwhen u == null
call GroupRemoveUnit(udg_MissileGroup, u)
// Chech if missile already hit this unit.
if not HaveSavedHandle(udg_MissileHash, index, GetHandleId(u)) then
set hit = false

// Evaluate rectangle collision.
if rectangle then
set hit = Missile_IsWidgetInRectangleRad(index, u)
// Evaluate circular collision.
elseif IsUnitInRange(u, udg_Missile_Dummy[index], size) then
set collideZ = Missile_GetLocZ(GetUnitX(u), GetUnitY(u)) + GetUnitFlyHeight(u) - udg_Missile_TerrainZ[index]
set hit = (collideZ + Missile_GetUnitBodySize(u) >= udg_Missile_PosZ[index] - size) and (collideZ <= udg_Missile_PosZ[index] + size)
endif
if hit then
call SaveUnitHandle(udg_MissileHash, index, GetHandleId(u), u)
set udg_Missile__UnitHit = u
if Missile_RunTrigger(index, udg_Missile_OnUnit[index], udg_EVENT_MISSILE_COLLIDE_UNIT) then
call Missile_Destroy(index)
exitwhen true
endif
endif
endif
endloop
set u = null
set udg_Missile__UnitHit = null
endfunction

function Missile_EnumDestructables takes nothing returns nothing
local integer index = udg_Missile__Index
local destructable d = GetEnumDestructable()
local boolean hit
// Enum trigger action threads can't be canceled. Therefore
// the code must check for each trigger execution if the index is still allocated.
if udg_MissileAllocated[index] and not HaveSavedHandle(udg_MissileHash, index, GetHandleId(d)) then
set hit = false
// Run rectangle collision.
if udg_Missile_Collision[index] < udg_Missile_Speed[index]*Missile_GetTimerTimeout() then
set hit = Missile_IsWidgetInRectangleRad(index, d)
else
// Run circular collision.
set hit = Missile_IsWidgetInRange(index, d, Missile_GetDestructableHeight(d), udg_Missile_Collision[index])
endif
if hit then
call SaveDestructableHandle(udg_MissileHash, index, GetHandleId(d), d)
set udg_Missile__DestructableHit = d
if Missile_RunTrigger(index, udg_Missile_OnDest[index], udg_EVENT_MISSILE_COLLIDE_DEST) then
call Missile_Destroy(index)
endif
set udg_Missile__DestructableHit = null
endif
endif
set d = null
endfunction

function Missile_RunDestructableCollision takes integer index returns nothing
set udg_Missile__Index = index
if udg_Missile_Collision[index] < udg_Missile_Speed[index]*Missile_GetTimerTimeout() then
call EnumDestructablesInRect(Missile_SetRectRectangle(index), null, function Missile_EnumDestructables)
else
call EnumDestructablesInRect(Missile_SetRectCircle(index), null, function Missile_EnumDestructables)
endif
endfunction

//=============================================================
// Core.
//=============================================================

function Missile_UpdatePosition takes integer index returns nothing
local real velocity = udg_Missile_Speed[index]*Missile_GetTimerTimeout()
local real turn = udg_Missile_Turn[index]*Missile_GetTimerTimeout()
// Changed the missile variable from dummyUnit[index] to Effect[index] because we can now manipulate the effects now.
local effect missile = udg_Missile_Effect[index]
local real posX = BlzGetLocalSpecialEffectX(missile)
local real posY = BlzGetLocalSpecialEffectY(missile)
local real posZ
local real angle
local real point // Current point on the parabola curve.
local real pitch
local real square
local real distance
local real curveX
local real curveY
// Save previous, respectively current missile position.
// This is required for a possible rectangle collision.
set udg_Missile_PrevX[index] = posX
set udg_Missile_PrevY[index] = posY
// For further calculations local real velocity is used instead of speed[index].
set udg_Missile_Speed[index] = udg_Missile_Speed[index] + udg_Missile_Acceleration[index]
// Update missile guidance to its intended target.
if udg_Missile_Target[index] != null then
if GetUnitTypeId(udg_Missile_Target[index]) == 0 then
set udg_Missile_Target[index] = null
else
call Missile_Math(index)
endif
endif
// For read-abilty improvement, eventually also performance.
set square = udg_Missile_AB_Square[index]
set distance = udg_Missile_AB_Distance[index]
set point = udg_Missile_AB_Traveled[index]

// Update the missile angle dependant on the turn ratio.
if turn != 0.00 and Cos(udg_Missile_Angle[index] - udg_Missile_AB_Angle[index]) < Cos(turn) then
if Sin(udg_Missile_AB_Angle[index] - udg_Missile_Angle[index]) < 0.00 then
set udg_Missile_Angle[index] = udg_Missile_Angle[index] - turn
else
set udg_Missile_Angle[index] = udg_Missile_Angle[index] + turn
endif
else
set udg_Missile_Angle[index] = udg_Missile_AB_Angle[index]
endif

// Update the missile point on the parabola.
set udg_Missile_Recycle[index] = point + velocity >= distance

if udg_Missile_Recycle[index] then
set udg_Missile_Distance[index] = udg_Missile_Distance[index] + distance - point
set point = udg_Missile_AB_Distance[index]
else
set udg_Missile_Distance[index] = udg_Missile_Distance[index] + velocity
set point = point + velocity
endif
set udg_Missile_AB_Traveled[index] = point
// Set new position in plane x & y, as well as the facing angle in radians.
set angle = udg_Missile_Angle[index]
set posX = posX + velocity*Cos(angle)
set posY = posY + velocity*Sin(angle)
// Update point(x/y) if a curving trajectory is defined.
if udg_Missile_Open[index] != 0.00 then
set velocity = 4*udg_Missile_Open[index]*point*(distance - point)/square
set curveX = velocity*Cos(angle + bj_PI/2)
set curveY = velocity*Sin(angle + bj_PI/2)
set posX = posX + velocity*Cos(angle + bj_PI/2) - udg_Missile_CurveX[index]
set posY = posY + velocity*Sin(angle + bj_PI/2) - udg_Missile_CurveY[index]
set angle = angle + Atan(-((4*udg_Missile_Open[index])*(2*point - distance))/square)
// Save the current offset in plane x / y.
set udg_Missile_CurveX[index] = curveX
set udg_Missile_CurveY[index] = curveY
endif
// Update point(x,y,z) if an arc or height is defined.
set pitch = udg_Missile_AB_Pitch[index]
set udg_Missile_TerrainZ[index] = Missile_GetLocZ(posX, posY)
if udg_Missile_Height[index] == 0.00 and pitch == 0.00 then
set posZ = udg_Missile_OriginZ[index] + udg_Missile_A_Z[index] - udg_Missile_TerrainZ[index]
else
set posZ = udg_Missile_OriginZ[index] + udg_Missile_A_Z[index] - udg_Missile_TerrainZ[index] + pitch*point
set pitch = Atan(pitch)*bj_RADTODEG
if udg_Missile_Height[index] != 0.00 then
set posZ = posZ + 4*udg_Missile_Height[index]*point*(distance - point)/square
set pitch = pitch - Atan(((4*udg_Missile_Height[index])*(2*point - distance))/square)*bj_RADTODEG
endif
endif

set udg_Missile_PosX[index] = posX
set udg_Missile_PosY[index] = posY
set udg_Missile_PosZ[index] = posZ
   
    if missile != null then
// will change the pitch yaw and roll when terrain issue is fixed
// Finally update the missile dummy position and facing angle.
        call BlzSetSpecialEffectPitch( missile, pitch )//+ 90.5 )
        call BlzSetSpecialEffectYaw( missile, angle )//*bj_RADTODEG )
        //call SetUnitFacing(missile, angle*bj_RADTODEG)
        //call SetUnitFlyHeight(missile, posZ, 0.00)
    endif
   
if posX < udg_MissileMaxX and posX > udg_MissileMinX and posY < udg_MissileMaxY and posY > udg_MissileMinY then
        //
//call BlzSetSpecialEffectY( missile, posY )
// Set effect x y z just fires the last until fixed need a workaround with setLocation and setHeight.
// the order need also be like this else the position will also not changed just the height.
call MoveLocation(udg_Missile_CurrentLoc, posX, posY)
call BlzSetSpecialEffectPositionLoc( missile, udg_Missile_CurrentLoc )
call BlzSetSpecialEffectHeight(missile, posZ)
      //call BlzSetSpecialEffectZ( missile, posZ )
//call BlzSetSpecialEffectX( missile, posX )
//call SetUnitX(missile, posX)
//call SetUnitY(missile, posY)
endif
set missile = null
endfunction

function Missile_Core takes nothing returns boolean
local integer loops = 0 // Iteration counter.
local integer limit = 100 // Maximum iterations per trigger evaluate.
local integer index
local integer next
loop
exitwhen udg_Missile__Index == 0
exitwhen limit == loops
set index = udg_Missile__Index
set next = Missile_GetListNextNode(index)
if udg_Missile_WantDestroy[index] then
call Missile_Destroy(index)
else
set udg_Missile__Index = next
call Missile_UpdatePosition(index)
set udg_Missile__Index = index
// Run unit collision code.
if udg_MissileAllocated[index] and udg_Missile_OnUnit[index] != null and udg_Missile_Collision[index] > 0.00 then
call Missile_RunUnitCollision(index)
endif

// Run destructable collision code.
if udg_MissileAllocated[index] and udg_Missile_OnDest[index] != null and udg_Missile_Collision[index] > 0.00 then
call Missile_RunDestructableCollision(index)
endif
// Runs when the impact point is reached.
if udg_MissileAllocated[index] and udg_Missile_Recycle[index] then
if udg_Missile_OnFinish[index] != null then
if Missile_RunTrigger(index, udg_Missile_OnFinish[index], udg_EVENT_MISSILE_FINISH) then
call Missile_Destroy(index)
endif
else
call Missile_Destroy(index)
endif
endif
// Runs periodically every timer timeout.
if udg_MissileAllocated[index] and udg_Missile_OnPeriodic[index] != null then
if Missile_RunTrigger(index, udg_Missile_OnPeriodic[index], udg_EVENT_MISSILE_PERIODIC) then
call Missile_Destroy(index)
endif
endif
endif
set loops = loops + 1
set udg_Missile__Index = next
endloop
return udg_Missile__Index == 0
endfunction
// Missile_GetTimerTimeout()
function Missile_OnPeriodic takes nothing returns nothing
set udg_Missile__Index = Missile_GetListFirstNode()
loop
exitwhen TriggerEvaluate(udg_MissileCore)
endloop
call Missile_ResetScalars()
endfunction

function Missile_InitNewMissile takes integer index returns nothing
//local string strg ='Abilities\Weapons\Arrow\ArrowMissile'
local real originX = GetLocationX(udg_Missile__Origin)
local real originY = GetLocationY(udg_Missile__Origin)
local real face = Atan2(GetLocationY(udg_Missile__Impact) - originY, GetLocationX(udg_Missile__Impact) - originX)*bj_RADTODEG
local string defaultModel = "Abilities\\Weapons\\Arrow\\ArrowMissile.mdl"
// A user may pass his/her own units as projectile dummies.
if udg_Missile__Effect == null then
//Create a own default effect
set udg_Missile__Effect = AddSpecialEffect(defaultModel ,originX ,originY )
endif

set udg_Missile_Effect[index] = udg_Missile__Effect
//if udg_Missile__Dummy == null then
// set bj_lastCreatedUnit = CreateUnit(Missile_GetDummyOwner(), udg_Missile__DummyTypeId, originX, originY, face)
// set udg_Missile__Dummy = bj_lastCreatedUnit// GUI compatibility for function CreateUnitAtLocSaveLast.
// call UnitAddAbility(udg_Missile__Dummy, 'Aloc')
// call PauseUnit(udg_Missile__Dummy, true)
//endif
// Enables fly height manipulation for the dummy.
//if UnitAddAbility(udg_Missile__Dummy, 'Amrf') and UnitRemoveAbility(udg_Missile__Dummy, 'Amrf') then
//endif
//call SetUnitFlyHeight(udg_Missile__Dummy, udg_Missile__OriginZ, 0.00)
//set udg_Missile_Dummy[index] = udg_Missile__Dummy
set udg_Missile_Scale[index] = 1.00
//set udg_Missile_Angle[index] = GetUnitFacing(udg_Missile__Dummy)*bj_DEGTORAD
set udg_Missile_Angle[index] = face
// Prevent the missile from colliding with itself.
//call SaveUnitHandle(udg_MissileHash, index, GetHandleId(udg_Missile__Dummy), udg_Missile__Dummy)
endfunction

function Missile_BuildLocations takes nothing returns boolean
if udg_Missile__Origin == null then
// Build from effect position.
if udg_Missile__Effect != null then
set udg_Missile__Origin = Location(BlzGetLocalSpecialEffectX(udg_Missile__Effect), BlzGetLocalSpecialEffectY(udg_Missile__Effect))
// Build from source position
elseif udg_Missile__Source != null then
set udg_Missile__Origin = Location(GetUnitX(udg_Missile__Source), GetUnitY(udg_Missile__Source))
else
call Missile_ErrorMessage(true, "Missile_BuildLocations", "Missile__Origin", udg_Missile__Index, "Missile is unable to build an origin location.
The process requires either a target or source unit.")
return false
endif
endif
if udg_Missile__Impact == null then
// Build from target position.
if GetUnitTypeId(udg_Missile__Target) != 0 then
set udg_Missile__Impact = Location(GetUnitX(udg_Missile__Target), GetUnitY(udg_Missile__Target))
else
// Build from origin using angle ( radians! ) and distance.
set udg_Missile__Impact = PolarProjectionBJ(udg_Missile__Origin, udg_Missile__Distance, udg_Missile__Angle*bj_RADTODEG)
endif
endif
return true
endfunction

// Action function of trigger Missile.
function Missile_Launch takes nothing returns nothing
local integer index = udg_Missile__Index
if not udg_MissileAllocated[index] or udg_MissileLaunched[index] then
// This is an invalid situation caused by faulty
// usage of the Missile API. Missile_Launch was executed
// without a previous execution of Missile_Create.
// Error identification.
call Missile_ErrorMessage(udg_MissileLaunched[index], "Missile_Launch", "Missile_Launched", index, "Attempt to double launch a missile!
Make sure you use Run Missile Configurate <gen> - Your missile settings - Run Missile <gen> syntax.")
call Missile_ErrorMessage(not udg_MissileAllocated[index], "Missile_Launch", "Missile__Index ", index, "Attempt to launch invalid missile index!
Make sure you use Run Missile Configurate <gen> - Your missile settings - Run Missile <gen> syntax.")

// Check if Missile has to build an origin or impact location.
elseif ((udg_Missile__Origin == null) or (udg_Missile__Impact == null)) and not Missile_BuildLocations() then
call Missile_Destroy(index)
else
set udg_MissileLaunched[index] = true
if Missile_GetListFirstNode() == 0 then
call TimerStart(udg_MissileTimer, Missile_GetTimerTimeout(), true, function Missile_OnPeriodic)
endif
call Missile_ListPushNode(index)
call Missile_InitNewMissile(index)
call Missile_SaveUserData(index)
endif
call Missile_ResetScalars()
if udg_Missile__EventIndex != 0 then
call Missile_LoadData(udg_Missile__EventIndex)
endif
endfunction

// Action function of trigger Missile Configurate.
function Missile_Create takes nothing returns nothing
// In most cases udg_Missile__Index is 0, thus not allocated.
if udg_MissileAllocated[udg_Missile__Index] then
// Check if Missile_Create runs from inside a Missile event trigger.
if udg_Missile__EventIndex == udg_Missile__Index then
// Save all data from scalar to array variables.
call Missile_SaveUserData(udg_Missile__EventIndex)
elseif not udg_MissileLaunched[udg_Missile__Index] then
// This is an invalid situation caused by faulty
// usage of the Missile API. Missile_Create was executed twice
// without launching the previously created index.
// Missile compensates for that error by destroying
// the forgotten index.
call Missile_Destroy(udg_Missile__Index)
// Print it for the user.
call Missile_ErrorMessage(true, "Missile_Create", "Missile_Launched", udg_Missile__Index, "You forgot to launch the previous created missile!
Make sure you use Run Missile Configurate <gen> - Your missile settings - Run Missile <gen> syntax.")
endif
endif
call Missile_ResetScalars()
set udg_Missile__Index = Missile_AllocateNode()
endfunction

//===========================================================================
function InitTrig_Missile takes nothing returns nothing
if gg_trg_Missile != null then
return// Missile has already been initialized.
endif
set udg_MissileHash = InitHashtable()
set udg_MissileCore = CreateTrigger()
set udg_MissileRect = GetWorldBounds()
set udg_MissileLocZ = Location(0.00, 0.00)
set udg_Missile_CurrentLoc = Location(0.00, 0.00)
// It's necessary to prevent missiles, units in general, from leaving map boundaries.
set udg_MissileMaxX = R2I(GetRectMaxX(udg_MissileRect)) - 197
set udg_MissileMaxY = R2I(GetRectMaxY(udg_MissileRect)) - 197
set udg_MissileMinX = R2I(GetRectMinX(udg_MissileRect)) + 197
set udg_MissileMinY = R2I(GetRectMinY(udg_MissileRect)) + 197
// Trigger that controlls the trajectory of all missiles.
call TriggerAddCondition(udg_MissileCore, Condition(function Missile_Core))
// Run the configuration trigger before the first missile is created.
call TriggerExecute(gg_trg_Missile_Configurate)
call TriggerClearActions(gg_trg_Missile_Configurate)
call DestroyTrigger(gg_trg_Missile_Configurate)
// Transform the configurate trigger into the index allocator.
set gg_trg_Missile_Configurate = CreateTrigger()
call TriggerAddAction(gg_trg_Missile_Configurate, function Missile_Create)
// Build the launching trigger for missiles.
set gg_trg_Missile = CreateTrigger()
call TriggerAddAction(gg_trg_Missile, function Missile_Launch)

// Set the missile system ready.
call Missile_ResetScalars()
endfunction

I have the testmap attached so when you click the gyrocopter you will see what the problem is.
Thank you for your help

Cheers apsyll
 

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