- Joined
- Jun 10, 2008
- Messages
- 1,399
Like the title says, without triggersleepaction this works:
it basically cuts off at the " call BombDamage(damage, radius, L, Bomb)
any idea?
PS: i'm using call KillBombs.execute
PPS: i'll give you rep, unless your dr. super cool, because i've already given your rep in a while.
PPPS: stop reading these offtopic things and post a reply!
JASS:
function KillBombs takes unit Unit, integer Bombs, real Time, real rate, real damage, real radius returns nothing
local location L
local unit Bomb = Unit
local real X = GetUnitX(Bomb) + 1000. * Cos(GetUnitFacing(Bomb) * bj_DEGTORAD)
local real Y = GetUnitY(Bomb) + 1000. * Sin(GetUnitFacing(Bomb) * bj_DEGTORAD)
local real height = GetUnitFlyHeight(Bomb)
call UnitApplyTimedLife(Bomb, 'BTLF', (height / rate) )
call SetUnitFlyHeight(Bomb, 0, rate)
call IssuePointOrder(Bomb, "move", X, Y)
call BJDebugMsg(R2S(height / rate))
call TriggerSleepAction(height / rate)
set L = GetUnitLoc(Bomb)
call BombDamage(damage, radius, L, Bomb)
call RemoveLocation(L)
set L = null
set Bomb = null
endfunction
it basically cuts off at the " call BombDamage(damage, radius, L, Bomb)
any idea?
PS: i'm using call KillBombs.execute
PPS: i'll give you rep, unless your dr. super cool, because i've already given your rep in a while.
PPPS: stop reading these offtopic things and post a reply!