| 03-24-2006, 10:35 PM | #1 |
In my system I need to detect the exact moment the unit dies while running a function. After that i need it to exit Main_Weapon function JASS:function Remove takes nothing returns nothing call RemoveUnit( GetEnumUnit() ) endfunction function Main_Weapon takes integer p, integer a, unit attacking, unit attacked returns nothing local integer MobID if GetPlayerController(Player(p-1)) == MAP_CONTROL_USER then set udg_InCombat[p] = true call StartTimerBJ( udg_CombatCheckTimer[p], false, 10.00 ) call ForGroupBJ( GetUnitsOfPlayerAndTypeId(Player(p-1), 'o001'), function Remove ) endif if GetPlayerController(Player(a-1)) == MAP_CONTROL_USER then set udg_InCombat[a] = true call StartTimerBJ( udg_CombatCheckTimer[a], false, 10.00 ) call ForGroupBJ( GetUnitsOfPlayerAndTypeId(Player(a-1), 'o001'), function Remove ) endif //Begin Combat call SetUnitAnimation(attacking, "Attack" ) call UnitDamageTargetBJ( attacking, attacked, 5.00, ATTACK_TYPE_MELEE, DAMAGE_TYPE_NORMAL ) call SetUnitAnimation(attacking, "Stand" ) if GetPlayerController(Player(p-1)) == MAP_CONTROL_USER then call PolledWait(udg_Main_Attack_Speed[p]) call Main_Weapon(p, a, attacking, attacked) else call PolledWait(2.00) call Main_Weapon(p, a, attacking, attacked) endif endfunction function Combat takes integer p, integer a, unit attacking, unit attacked returns nothing if GetPlayerController(Player(a-1)) != MAP_CONTROL_USER then call IssueTargetOrderBJ( attacked, "banish", attacking ) endif call Main_Weapon(p, a, attacking, attacked) endfunction //=========================================================================== function InitTrig_Functions takes nothing returns nothing endfunction |
