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Wierd Spell Bug

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JASS:
scope SubZero initializer Init
    globals
    
    
        // CONFIGURABLES
        
        
        // You must configure the ability ID
        private constant    integer     ABIL_CODE   = 'A000'
        // The Dummy unit ID should also be configured
        private constant    integer     DUMMY       = 'u000'
        // The nova will deal damage ONCE to any unit in range
        private constant    real        DMGPERLVL   = 70.0
        // This is the number of missiles in the nova
        private constant    integer     MISSILES    = 16
        // The Radius of the Nova
        private constant    real        RADIUS      = 600.00
        // The speed factor of the nova
        private constant    real        VELOCITY    = 12.00
        // The height of the missisles
        private constant    real        PROJZ       = 35.00
        
        
        // END CONFIGURABLES
        
        private             integer     int         = 0
    endglobals
    
    private struct Data
        group h // Nova (Missiles)
        group j // Damaged Units
        unit k // Caster
        real l // Damage per missile
        real d // Current Radius
        real x // Caster X
        real y // Caster Y
        integer n // Level
        
        // Unfortunately, I can't null "u" :(
        
        static method filter takes nothing returns boolean
            local thistype this = int
            local unit u = GetFilterUnit()
            call BJDebugMsg("Filtering...")
            return GetWidgetLife(u) > 0.405 and /* 
            */ IsUnitEnemy(u, GetOwningPlayer(k)) and /*
            */ not IsUnitInGroup(u,j)
        endmethod
        
        static method dmg takes nothing returns nothing
            local thistype this = int
            local unit u = GetEnumUnit()
            call UnitDamageTarget(k,u,l,false,false,ATTACK_TYPE_NORMAL,DAMAGE_TYPE_MAGIC,WEAPON_TYPE_WHOKNOWS)
            call GroupAddUnit(j,u)
            set u = null
            call BJDebugMsg("Units damaged!")
        endmethod
        
        static method move takes nothing returns nothing
            local thistype this = int
            local unit u = GetEnumUnit()
            local real a = GetUnitFacing(u)
            local group g = CreateGroup()
            local real v = GetUnitX(u)
            local real w = GetUnitY(u)
            
            call SetUnitX(u, v+VELOCITY*Sin(bj_DEGTORAD*a))
            call SetUnitY(u, w+VELOCITY*Cos(bj_DEGTORAD*a))
            
            call GroupEnumUnitsInRange(g,v,w,128.00, function Data.filter)
            
            if FirstOfGroup(g)!=null then
                call ForGroup(g,function Data.dmg)
            endif
            
            set d = d + VELOCITY
            set u = null
            call DestroyGroup(g)
            call BJDebugMsg("Units Moved!")
        endmethod
        
        static method expire takes nothing returns nothing
            local timer t = GetExpiredTimer()
            local thistype this = GetTimerData(t)
            set int = this
            call ForGroup(h,function Data.move)
            if d>=RADIUS then
                call .destroy()
                call ReleaseTimer(t)
            endif
            call BJDebugMsg("Went through timer expire function..")
        endmethod
        
        static method create takes nothing returns thistype
            local thistype this = thistype.allocate()
            set this.k = GetTriggerUnit()
            set this.x = GetUnitX(this.k)
            set this.y = GetUnitY(this.k)
            set this.j = CreateGroup()
            set this.h = CreateGroup()
            set this.n = GetUnitAbilityLevel(this.k, ABIL_CODE)
            set this.l = DMGPERLVL * this.n
            set this.d = 0.00
            call BJDebugMsg("Initialized Struct instance data!")
            return this
        endmethod
        
        method onDestroy takes nothing returns nothing
            call DestroyGroup(this.h)
            call DestroyGroup(this.j)
            set this.k = null
            call BJDebugMsg("Struct destroyed!")
        endmethod
    endstruct
    
    private function Action takes nothing returns nothing
        local Data data = Data.create()
        local integer i = 0
        local timer t = NewTimer()
        local unit u
        call SetTimerData(t,data)
        loop
            exitwhen i > MISSILES
            set u = CreateUnit(Player(15), DUMMY, data.x, data.y, i * 360.0 / MISSILES)
            call GroupAddUnit(data.h,u)
            call UnitAddAbility(u,'Arav')
            call UnitRemoveAbility(u,'Arav')
            call SetUnitFlyHeight(u,PROJZ,0.00)
            set i = i + 1
        endloop
        call BJDebugMsg("Units created!")
        call TimerStart(t,0.03,true,function Data.expire)
        call BJDebugMsg("Timer Started!")
    endfunction
    
    private function Cond takes nothing returns boolean
        return GetSpellAbilityId()==ABIL_CODE
    endfunction
    
    private function Init takes nothing returns nothing
        local trigger t = CreateTrigger()
        call TriggerRegisterAnyUnitEventBJ(t, EVENT_PLAYER_UNIT_SPELL_EFFECT)
        call TriggerAddCondition(t, Condition(function Cond))
        call TriggerAddAction(t, function Action)
    endfunction
endscope

All it's doing is creating the missiles. They just stand there D:
They don't move at all :(

Can anyone tell me what's the problem?
I really need help :(
 
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