- Joined
- Mar 16, 2014
- Messages
- 351
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.
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Unit Indexer
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Events
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Map initialization
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Conditions
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Actions
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Custom script: call ExecuteFunc("InitializeUnitIndexer")
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Custom script: endfunction
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-------- --------
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-------- This is the core function - it provides an index all existing units and for units as they enter the map --------
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-------- --------
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Custom script: function IndexUnit takes nothing returns boolean
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Custom script: local integer pdex = udg_UDex
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Custom script: local integer ndex
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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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IsUnitPreplaced[0] Equal to False
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Then - Actions
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-------- --------
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-------- Check for removed units for every (32) new units created --------
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-------- --------
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Set VariableSet UDexWasted = (UDexWasted + 1)
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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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UDexWasted Equal to 32
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Then - Actions
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Set VariableSet UDexWasted = 0
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Set VariableSet UDex = UDexNext[0]
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Custom script: loop
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Custom script: exitwhen udg_UDex == 0
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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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(Custom value of UDexUnits[UDex]) Equal to 0
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Then - Actions
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-------- --------
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-------- Remove index from linked list --------
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-------- --------
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Custom script: set ndex = udg_UDexNext[udg_UDex]
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Custom script: set udg_UDexNext[udg_UDexPrev[udg_UDex]] = ndex
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Custom script: set udg_UDexPrev[ndex] = udg_UDexPrev[udg_UDex]
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Set VariableSet UDexPrev[UDex] = 0
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Set VariableSet IsUnitPreplaced[UDex] = False
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-------- --------
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-------- Fire deindex event for UDex --------
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-------- --------
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Set VariableSet UnitIndexEvent = 2.00
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Set VariableSet UnitIndexEvent = 0.00
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-------- --------
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-------- Recycle the index for later use --------
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-------- --------
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Set VariableSet UDexUnits[UDex] = No unit
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Set VariableSet UDexNext[UDex] = UDexRecycle
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Set VariableSet UDexRecycle = UDex
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Custom script: set udg_UDex = ndex
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Else - Actions
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Set VariableSet UDex = UDexNext[UDex]
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Custom script: endloop
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Else - Actions
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Else - Actions
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-------- --------
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-------- You can use the boolean UnitIndexerEnabled to protect some of your undesirable units from being indexed --------
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-------- - Example: --------
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-------- -- Set UnitIndexerEnabled = False --------
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-------- -- Unit - Create 1 Dummy for (Triggering player) at TempLoc facing 0.00 degrees --------
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-------- -- Set UnitIndexerEnabled = True --------
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-------- --------
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-------- You can also customize the following block - if conditions are false the (Matching unit) won't be indexed. --------
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-------- --------
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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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UnitIndexerEnabled Equal to True
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(Custom value of (Matching unit)) Equal to 0
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Then - Actions
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-------- --------
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-------- Generate a unique integer index for this unit --------
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-------- --------
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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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UDexRecycle Equal to 0
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Then - Actions
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Set VariableSet UDex = (UDexGen + 1)
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Set VariableSet UDexGen = UDex
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Else - Actions
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Set VariableSet UDex = UDexRecycle
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Set VariableSet UDexRecycle = UDexNext[UDex]
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-------- --------
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-------- Link index to unit, unit to index --------
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-------- --------
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Set VariableSet UDexUnits[UDex] = (Matching unit)
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Unit - Set the custom value of UDexUnits[UDex] to UDex
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Set VariableSet IsUnitPreplaced[UDex] = IsUnitPreplaced[0]
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-------- --------
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-------- Use a doubly-linked list to store all active indexes --------
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-------- --------
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Set VariableSet UDexPrev[UDexNext[0]] = UDex
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Set VariableSet UDexNext[UDex] = UDexNext[0]
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Set VariableSet UDexNext[0] = UDex
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-------- --------
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-------- Fire index event for UDex --------
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-------- --------
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Set VariableSet UnitIndexEvent = 0.00
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Set VariableSet UnitIndexEvent = 1.00
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Set VariableSet UnitIndexEvent = 0.00
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Else - Actions
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Custom script: set udg_UDex = pdex
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Custom script: return false
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Custom script: endfunction
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-------- --------
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-------- The next function initializes the core of the system --------
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-------- --------
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Custom script: function InitializeUnitIndexer takes nothing returns nothing
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Custom script: local integer i = 0
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Custom script: local region re = CreateRegion()
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Custom script: local rect r = GetWorldBounds()
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Custom script: local boolexpr b = Filter(function IndexUnit)
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Set VariableSet UnitIndexEvent = -1.00
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Set VariableSet UnitIndexerEnabled = True
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Set VariableSet IsUnitPreplaced[0] = True
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Custom script: call RegionAddRect(re, r)
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Custom script: call TriggerRegisterEnterRegion(CreateTrigger(), re, b)
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Custom script: call RemoveRect(r)
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Custom script: set re = null
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Custom script: set r = null
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Custom script: loop
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Custom script: call GroupEnumUnitsOfPlayer(bj_lastCreatedGroup, Player(i), b)
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Custom script: set i = i + 1
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Custom script: exitwhen i == bj_MAX_PLAYER_SLOTS
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Custom script: endloop
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Custom script: set b = null
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-------- --------
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-------- This is the "Unit Indexer Initialized" event, use it instead of "Map Initialization" for best results --------
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-------- --------
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Set VariableSet IsUnitPreplaced[0] = False
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Set VariableSet UnitIndexEvent = 3.00
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