Thread: Thunder Whirl
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Old 10-09-2007, 01:47 PM   #14
Fireeye
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Join Date: Jun 2006
Posts: 495

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Ok, i gonna post when i'm updating the spell.
However i found a serious but dumb mistake in my own Spell...
These 2 lines cause a problem, which will let the target unit orbit TOO fast around the caster, don't know why i wrote there a RADTODEG, i already fixed it (Removing the *57.29577 part).
Collapse JASS:
set x2 = x1+twdat.cdistance*Cos(twdat.angle*57.29577)
set y2 = y1+twdat.cdistance*Sin(twdat.angle*57.29577)
@moyack:
Do you mean using something like this?
Collapse JASS:
    public function Init takes nothing returns nothing
        local trigger t = CreateTrigger()
        call TriggerRegisterAnyUnitEventBJ( t, EVENT_PLAYER_UNIT_SPELL_CHANNEL )
        call TriggerAddCondition( t, Condition( function Cast_Conditions ) )
        call TriggerAddAction( t, function Cast_Actions )
        call Preload(LightningId)
        call Preload(CasterEffect)
        call Preload(HitEffect)
        call Preload(HitEffectAdd)
        call Preload(SlideEffect)
        set Bex = Condition(function KBFilter)
        set TreeRect = Rect(256.0 , 2400.0 , 448.0 , 2656.0)
        set TerrainCheck = CreateItem(TerrainItem,0.00,0.00)
        call SetItemVisible(TerrainCheck,false)
    endfunction
The other 2 things are already done, well i never got any problem with
set glob[Integer] = twdat
but i'm too lazy to make test right now so i changed it
Any other constructive critiques are welcome.
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