• Listen to a special audio message from Bill Roper to the Hive Workshop community (Bill is a former Vice President of Blizzard Entertainment, Producer, Designer, Musician, Voice Actor) 🔗Click here to hear his message!
  • Read Evilhog's interview with Gregory Alper, the original composer of the music for WarCraft: Orcs & Humans 🔗Click here to read the full interview.

Unit Indexer not detecting units with locust

Status
Not open for further replies.
Level 7
Joined
Mar 16, 2014
Messages
166
Anything I can change to detect units with locust? I need to deal knockback to them with my knockback system that is using this indexer. They are ignored by these triggers.

  • Unit Indexer
    • Events
      • Map initialization
    • Conditions
    • Actions
      • Custom script: call ExecuteFunc("InitializeUnitIndexer")
      • Custom script: endfunction
      • -------- --------
      • -------- This is the core function - it provides an index all existing units and for units as they enter the map --------
      • -------- --------
      • Custom script: function IndexUnit takes nothing returns boolean
      • Custom script: local integer pdex = udg_UDex
      • Custom script: local integer ndex
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • IsUnitPreplaced[0] Equal to False
        • Then - Actions
          • -------- --------
          • -------- Check for removed units for every (32) new units created --------
          • -------- --------
          • Set VariableSet UDexWasted = (UDexWasted + 1)
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • UDexWasted Equal to 32
            • Then - Actions
              • Set VariableSet UDexWasted = 0
              • Set VariableSet UDex = UDexNext[0]
              • Custom script: loop
              • Custom script: exitwhen udg_UDex == 0
              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                • If - Conditions
                  • (Custom value of UDexUnits[UDex]) Equal to 0
                • Then - Actions
                  • -------- --------
                  • -------- Remove index from linked list --------
                  • -------- --------
                  • Custom script: set ndex = udg_UDexNext[udg_UDex]
                  • Custom script: set udg_UDexNext[udg_UDexPrev[udg_UDex]] = ndex
                  • Custom script: set udg_UDexPrev[ndex] = udg_UDexPrev[udg_UDex]
                  • Set VariableSet UDexPrev[UDex] = 0
                  • Set VariableSet IsUnitPreplaced[UDex] = False
                  • -------- --------
                  • -------- Fire deindex event for UDex --------
                  • -------- --------
                  • Set VariableSet UnitIndexEvent = 2.00
                  • Set VariableSet UnitIndexEvent = 0.00
                  • -------- --------
                  • -------- Recycle the index for later use --------
                  • -------- --------
                  • Set VariableSet UDexUnits[UDex] = No unit
                  • Set VariableSet UDexNext[UDex] = UDexRecycle
                  • Set VariableSet UDexRecycle = UDex
                  • Custom script: set udg_UDex = ndex
                • Else - Actions
                  • Set VariableSet UDex = UDexNext[UDex]
              • Custom script: endloop
            • Else - Actions
        • Else - Actions
      • -------- --------
      • -------- You can use the boolean UnitIndexerEnabled to protect some of your undesirable units from being indexed --------
      • -------- - Example: --------
      • -------- -- Set UnitIndexerEnabled = False --------
      • -------- -- Unit - Create 1 Dummy for (Triggering player) at TempLoc facing 0.00 degrees --------
      • -------- -- Set UnitIndexerEnabled = True --------
      • -------- --------
      • -------- You can also customize the following block - if conditions are false the (Matching unit) won't be indexed. --------
      • -------- --------
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • UnitIndexerEnabled Equal to True
          • (Custom value of (Matching unit)) Equal to 0
        • Then - Actions
          • -------- --------
          • -------- Generate a unique integer index for this unit --------
          • -------- --------
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • UDexRecycle Equal to 0
            • Then - Actions
              • Set VariableSet UDex = (UDexGen + 1)
              • Set VariableSet UDexGen = UDex
            • Else - Actions
              • Set VariableSet UDex = UDexRecycle
              • Set VariableSet UDexRecycle = UDexNext[UDex]
          • -------- --------
          • -------- Link index to unit, unit to index --------
          • -------- --------
          • Set VariableSet UDexUnits[UDex] = (Matching unit)
          • Unit - Set the custom value of UDexUnits[UDex] to UDex
          • Set VariableSet IsUnitPreplaced[UDex] = IsUnitPreplaced[0]
          • -------- --------
          • -------- Use a doubly-linked list to store all active indexes --------
          • -------- --------
          • Set VariableSet UDexPrev[UDexNext[0]] = UDex
          • Set VariableSet UDexNext[UDex] = UDexNext[0]
          • Set VariableSet UDexNext[0] = UDex
          • -------- --------
          • -------- Fire index event for UDex --------
          • -------- --------
          • Set VariableSet UnitIndexEvent = 0.00
          • Set VariableSet UnitIndexEvent = 1.00
          • Set VariableSet UnitIndexEvent = 0.00
        • Else - Actions
      • Custom script: set udg_UDex = pdex
      • Custom script: return false
      • Custom script: endfunction
      • -------- --------
      • -------- The next function initializes the core of the system --------
      • -------- --------
      • Custom script: function InitializeUnitIndexer takes nothing returns nothing
      • Custom script: local integer i = 0
      • Custom script: local region re = CreateRegion()
      • Custom script: local rect r = GetWorldBounds()
      • Custom script: local boolexpr b = Filter(function IndexUnit)
      • Set VariableSet UnitIndexEvent = -1.00
      • Set VariableSet UnitIndexerEnabled = True
      • Set VariableSet IsUnitPreplaced[0] = True
      • Custom script: call RegionAddRect(re, r)
      • Custom script: call TriggerRegisterEnterRegion(CreateTrigger(), re, b)
      • Custom script: call RemoveRect(r)
      • Custom script: set re = null
      • Custom script: set r = null
      • Custom script: loop
      • Custom script: call GroupEnumUnitsOfPlayer(bj_lastCreatedGroup, Player(i), b)
      • Custom script: set i = i + 1
      • Custom script: exitwhen i == bj_MAX_PLAYER_SLOTS
      • Custom script: endloop
      • Custom script: set b = null
      • -------- --------
      • -------- This is the "Unit Indexer Initialized" event, use it instead of "Map Initialization" for best results --------
      • -------- --------
      • Set VariableSet IsUnitPreplaced[0] = False
      • Set VariableSet UnitIndexEvent = 3.00
 
Status
Not open for further replies.
Top