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Why won't it work!? : <

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Level 6
Joined
Aug 15, 2007
Messages
209
I would GREATLY appreciate anyone who helps me with this. It won't do anything regarding the group that is created. It's supposed to enumerate a group of units, then transfer them using Local Handle Vars to a timer, and slide them back. But for some reason it won't even do anything in the first funciton. Please help, and thanks in advance.

JASS:
function Trig_Impact_Cannon_Conditions takes nothing returns boolean
return GetSpellAbilityId() == 'A00D' 
endfunction
function ImpCheck takes nothing returns boolean
return GetUnitTypeId(GetFilterUnit()) == 'H002' 
endfunction
function ImpPush takes nothing returns nothing
local timer d = GetExpiredTimer()
local unit u = GetHandleUnit(d, "unit")
local unit i
local real x = GetUnitX(u)
local real y = GetUnitY(u)
local real x2
local real y2
local real dist
local real face
local integer count = GetHandleInt(d, "count")
local integer level = GetHandleInt(d, "level")
local integer count2 = 1
local boolean end = false
    loop
    set i = GetHandleUnit(d,I2S(count2))
    exitwhen count2 == count
    set x2 = GetUnitX(i)
    set y2 = GetUnitY(i)
    set dist = SquareRoot((x2-x)*(x2-x)+(y2-y)*(y2-y))
    set face = (180/3.14) * Atan2(y2-y,x2-x)
    call SetUnitPosition(i, x2 + 20 * Cos(face*(3.14/180)), y2 + 20 * Sin(face*(3.14/180)))
    if dist > 100 + 50 * level then
    set end = true
    endif
    endloop
 if end == true then
 call PauseTimer(d)
 call DestroyTimer(d)
 call FlushHandleLocals(d)
 endif
endfunction
function Trig_Impact_Cannon_Actions takes nothing returns nothing
local timer d = CreateTimer()
local unit u = GetTriggerUnit()
local unit i
local real x = GetUnitX(u)
local real y = GetUnitY(u)
local real face = GetUnitFacing(u)
local integer level = GetUnitAbilityLevel(u, 'A004')
local integer count
local real radius = 50 + level * 10
local real x2 = x + radius * Cos(face*(3.14/180))
local real y2 = y + radius * Sin(face*(3.14/180))
local group impactv = CreateGroup()
call GroupEnumUnitsInRange(impactv, x2,y2,radius, Condition(function ImpCheck))
call SetHandleReal(d, "level", level)
call SetHandleHandle(d, "unit", u)

    loop
    set i = FirstOfGroup(impactv)
    exitwhen i == null
    set count = count + 1
    call GroupRemoveUnit(impactv, i)
    call PauseUnit(i,true)
    call SetHandleHandle(d, I2S(count), i)
    call UnitDamageTarget(u,i, 20 + level * 2, true, false, ATTACK_TYPE_NORMAL, DAMAGE_TYPE_MIND, WEAPON_TYPE_WHOKNOWS)
    endloop
call SetHandleInt(d, "count", count)
call TimerStart(d, .02, true, function ImpPush)
endfunction

//===========================================================================
function InitTrig_Impact_Cannon takes nothing returns nothing
    set gg_trg_Impact_Cannon = CreateTrigger(  )
    call TriggerRegisterAnyUnitEventBJ( gg_trg_Impact_Cannon, EVENT_PLAYER_UNIT_SPELL_EFFECT )
    call TriggerAddCondition( gg_trg_Impact_Cannon, Condition( function Trig_Impact_Cannon_Conditions ) )
    call TriggerAddAction( gg_trg_Impact_Cannon, function Trig_Impact_Cannon_Actions )
endfunction
 
Level 19
Joined
Aug 24, 2007
Messages
2,888
Use bj_DEGTORAD !!!!!!!!!!!! (optional)

firstly take your loop incrasers to end of loop and start then from same integer
and loop in timer doesnt increase count2
 
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