View Single Post
Old 07-01-2009, 02:48 PM   #50
xX{E}lite Slayer
Join Date: Jul 2009
Posts: 1

xX{E}lite Slayer has little to show at this moment (0)

Default Question and Answer

I think your problem may lie in your initial spell. If its based off channel, as most JASS spells are, then make sure the "Stats - Follow Through Time" of your spell in the Object Editor is NOT 120.00 (120 seconds <- The default setting for this option). I've fallen prey to that problem more than once, and half the time it was to blame for my dilemmas. If that's not the problem, make sure your timer coding in the JASS trigger is correct (It may be some accidental typo.)
I hope this helped you

I have to admit, though, that this was an excellent tutorial and it provided insight on many aspects that are initial to most JASS spells and triggers. Well done, Blade, and we'll miss you!

Sadly, I came across a small error of my own in my coding;;
The code:
Collapse JASS:
function Trig_Stomp_Conditions takes nothing returns boolean
    return GetSpellAbilityId() == 'A000'

function Stomp_Filter takes nothing returns boolean
    return IsPlayerEnemy(GetOwningPlayer(GetTriggerUnit()), GetOwningPlayer(GetFilterUnit())) and GetWidgetLife(GetFilterUnit()) > 0.405 and not IsUnitType(GetFilterUnit(), UNIT_TYPE_FLYING)

function Stomp_CopyGroup takes group g returns group
    set bj_groupAddGroupDest = CreateGroup()
    call ForGroup(g, function GroupAddGroupEnum)
    return bj_groupAddGroupDest

function Stomp_Move takes nothing returns nothing
    local string s = I2S(H2I(GetExpiredTimer()))
    local gamecache gc = udg_AbilityCache
    local real x = GetStoredReal(gc, s, "x")
    local real y = GetStoredReal(gc, s, "y")
    local integer i = GetStoredInteger(gc, s, "level")
    local group g = Stomp_CopyGroup(I2G(GetStoredInteger(gc, s, "group")))
    local real dur = GetStoredReal(gc, s, "dur")+0.05
    local real ux
    local real uy
    local real a
    local unit f
    local real p = GetStoredReal(gc, s, "speed")-1.5/(1+0.5*i)
    local real fx = GetStoredReal(gc, s, "fx")+0.05
    if dur < 1+0.5*i then
            set f = FirstOfGroup(g)
            exitwhen f == null
            set ux = GetUnitX(f)
            set uy = GetUnitY(f)
            set a = Atan2(uy-y, ux-x)
            call SetUnitPosition(f, ux+p*Cos(a), uy+p*Sin(a))
            if fx >= 1 then
                call DestroyEffect(AddSpecialEffectTarget(GetAbilityEffectById('A000', EFFECT_TYPE_MISSILE, 1), f, GetAbilityEffectById('A000', EFFECT_TYPE_MISSILE, 2)))
            call GroupRemoveUnit(g, f)
        call StoreReal(gc, s, "dur", dur)
        call StoreReal(gc, s, "speed", p)
        call StoreReal(gc, s, "fx", fx)
        if fx >= 1 then
            call StoreReal(gc, s, "fx", 0)
        call DestroyGroup(I2G(GetStoredInteger(gc, s, "group")))
        call FlushStoredMission(gc, s)
        call DestroyTimer(GetExpiredTimer())
    set gc = null
    call DestroyGroup(g)
    set g = null
    set f = null

function Trig_Stomp_Actions takes nothing returns nothing
    local unit c = GetTriggerUnit()
    local real x = GetUnitX(c)
    local real y = GetUnitY(c)
    local integer i = GetUnitAbilityLevel(c, 'A000')
    local boolexpr b = Condition(function Stomp_Filter)
    local group g = CreateGroup()
    local group n
    local unit f
    local gamecache gc = udg_AbilityCache
    local timer t = CreateTimer()
    local string s = I2S(H2I(t))
    call DestroyEffect(AddSpecialEffect(GetAbilityEffectById('A000', EFFECT_TYPE_MISSILE, 0), x, y))
    call GroupEnumUnitsInRange(g, x, y, 200+50*i, b)
    set n = Stomp_CopyGroup(g)
        set f = FirstOfGroup(n)
        exitwhen f == null
        call UnitDamageTarget(c, f, 999*i, true, false, ATTACK_TYPE_NORMAL, DAMAGE_TYPE_MAGIC, null)
        call GroupRemoveUnit(n, f)
    call StoreInteger(gc, s, "level", i)
    call StoreInteger(gc, s, "group", H2I(g))
    call StoreReal(gc, s, "x", x)
    call StoreReal(gc, s, "y", y)
    call TimerStart(t, 0.05, true, function Stomp_Move)
    set c = null
    call DestroyBoolExpr(b)
    set b = null
    set g = null
    call DestroyGroup(n)
    set n = null
    set f = null
    set gc = null
    set t = null

function InitTrig_Stomp takes nothing returns nothing
    set gg_trg_Stomp = CreateTrigger(  )
    call TriggerRegisterAnyUnitEventBJ( gg_trg_Stomp, EVENT_PLAYER_UNIT_SPELL_EFFECT )
    call TriggerAddCondition( gg_trg_Stomp, Condition( function Trig_Stomp_Conditions ) )
    call TriggerAddAction( gg_trg_Stomp, function Trig_Stomp_Actions )
    call Preload(GetAbilityEffectById('A000', EFFECT_TYPE_MISSILE, 0))
    call Preload(GetAbilityEffectById('A000', EFFECT_TYPE_MISSILE, 1))

Okay, so it runs FINE - the units get damaged and moved and there are no compilation errors. HOWEVER, there are NO SPECIAL EFFECTS WHATSOEVER.
I've read through my code three times, and I'm beginning to get confused, and I have re-copied and replaced my code with the example provided in the tutorial TWICE, and still no impromptu solution has come my rather frustrated way yet.

Any solutions, anyone? It would be deeply appreciated
xX{E}lite Slayer is offline   Reply With Quote