Добавлен jasonrus96
Что-то с кодом происходит, через какое-то время игра вылетает.
library MINIGUNqw1Lib
globals
constant hashtable H = InitHashtable( )
constant group TempGroup = CreateGroup( )
constant location LFZ = Location( 0.00, 0.00 )
endglobals
native UnitAlive takes unit id returns boolean
function GetLocZ1 takes real x, real y returns real
call MoveLocation( LFZ, x, y )
return GetLocationZ( LFZ )
endfunction
struct vector6
real x
real y
real z
method normalize takes nothing returns nothing
local real l = SquareRoot( x * x + y * y + z * z )
if l == 0.00 then
set l = 1.00
endif
set x = x * ( 1.00 / l )
set y = y * ( 1.00 / l )
set z = z * ( 1.00 / l )
endmethod
static method create takes real x, real y, real z returns thistype
local thistype this = thistype.allocate( )
set this.x = x
set this.y = y
set this.z = z
call this.normalize( )
return this
endmethod
endstruct
struct bullet6
unit caster
unit dummy
player p
real x
real y
real z
real s // speed
real d // distance
real r // radius
vector6 v
endstruct
function Move takes nothing returns nothing
local bullet A = LoadInteger( H, GetHandleId( GetExpiredTimer( ) ), 0 )
local unit u
set A.x = A.x + A.s * A.v.x * Cos( A.v.z )
set A.y = A.y + A.s * A.v.y * Cos( A.v.z )
set A.z = A.z + A.s * A.v.z
set A.d = A.d - A.s
call SetUnitX( A.dummy, A.x )
call SetUnitY( A.dummy, A.y )
call SetUnitFlyHeight( A.dummy, A.z - GetLocZ1( A.x, A.y ), 0.00 )
call GroupEnumUnitsInRange( TempGroup, A.x, A.y, A.r, null )
loop
set u = FirstOfGroup( TempGroup )
exitwhen u == null
call GroupRemoveUnit( TempGroup, u )
if UnitAlive( u ) and IsUnitEnemy( u, A.p ) and RAbsBJ( GetUnitFlyHeight( u ) - GetUnitFlyHeight( A.dummy ) ) <= 100.00 then
call GroupClear( TempGroup )
call UnitDamageTarget( A.caster, u, 45.00, false, false, null, null, null )
call DestroyEffect( AddSpecialEffectTarget( "WeaponsandEffect/BloodDamage.mdx", u, "origin" ) )
endif
endloop
if A.d <= 0.00 or A.z - GetLocZ1( A.x, A.y ) <= 20.00 then
call PauseTimer( GetExpiredTimer( ) )
call FlushChildHashtable( H, GetHandleId( GetExpiredTimer( ) ) )
call DestroyTimer( GetExpiredTimer( ) )
call KillUnit( A.dummy )
set A.dummy = null
set A.caster = null
call A.v.destroy( )
call A.destroy( )
endif
endfunction
function Trig_Shoot2_Actions takes nothing returns nothing
local timer t = CreateTimer( )
local unit Target = udg_Camera[GetConvertedPlayerId(GetTriggerPlayer())]
local bullet A = bullet.create( )
local real x = GetUnitX(Target)
local real y = GetUnitY(Target)
local real z = GetLocZ1( x, y ) + 50.00
local string WeaponEffect = "WeaponsandEffect/Konstrukt_MinigunEffectAttachment.MDX"
local string WeaponEffect2 = "WeaponsandEffect/ImpulseRifle.mdx"
set A.caster = GetTriggerUnit( )
set A.p = GetOwningPlayer( A.caster )
// for offset
set A.x = GetUnitX( A.caster )
set A.y = GetUnitY( A.caster )
set A.z = GetUnitFlyHeight( A.caster ) + GetLocZ1( A.x, A.y ) + 50.00
set A.v = vector6.create( x - A.x, y - A.y, z - A.z )
set A.x = A.x + 150.00 * A.v.x * Cos( A.v.z )
set A.y = A.y + 150.00 * A.v.y * Cos( A.v.z )
set A.z = GetUnitFlyHeight( A.caster ) + GetLocZ1( A.x, A.y ) + 50.00
// for move
set A.v.x = x - A.x + GetRandomReal(-50.0, 50.0)
set A.v.y = y - A.y + GetRandomReal(-50.0, 50.0)
set A.v.z = z - A.z
call A.v.normalize( )
set A.d = 4200.00
set A.s = 1500.00 * 0.03125
set A.r = 40.00
call SetUnitAnimation( A.caster, "attack" )
set A.dummy = CreateUnit( A.p, 'u000', A.x, A.y, Atan2( A.v.y, A.v.x ) * bj_RADTODEG )
call SetUnitPathing( A.dummy, false )
call UnitAddAbility( A.dummy, 'Arav' )
call SetUnitX( A.dummy, A.x )
call SetUnitY( A.dummy, A.y )
call SetUnitFlyHeight( A.dummy, A.z - GetLocZ1( A.x, A.y ), 0.00 )
call BlzStartUnitAbilityCooldown( A.caster, 'A004', 0.02)
call SaveInteger( H, GetHandleId( t ), 0, A )
call TimerStart( t, 0.02, true, function Move )
call DestroyEffect( AddSpecialEffectTarget( WeaponEffect, A.caster, "weapon" ) )
call DestroyEffect( AddSpecialEffectTarget( WeaponEffect2, A.caster, "weapon" ) )
call SetItemCharges( GetItemOfTypeFromUnitBJ(GetSpellAbilityUnit(), 'I003'), ( GetItemCharges(GetItemOfTypeFromUnitBJ(GetSpellAbilityUnit(), 'I003')) - 1 ) )
set t = null
endfunction
//===========================================================================
function Shoot2_Conditions takes nothing returns boolean
if ( not ( GetSpellAbilityId() == 'A004' ) ) then
return false
endif
if ( not ( GetItemCharges(GetItemOfTypeFromUnitBJ(GetSpellAbilityUnit(), 'I003')) != 0 ) ) then
return false
endif
return true
endfunction
function InitTrig_Shoot2 takes nothing returns nothing
set gg_trg_Shoot2 = CreateTrigger( )
call TriggerRegisterAnyUnitEventBJ( gg_trg_Shoot2, EVENT_PLAYER_UNIT_SPELL_CAST )
call TriggerAddCondition( gg_trg_Shoot2, Condition( function Shoot2_Conditions ) )
call TriggerAddAction( gg_trg_Shoot2, function Trig_Shoot2_Actions )
endfunction
endlibrary
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Отредактирован NatriY