| 03-14-2007, 08:35 PM | #1 |
So I'm trying to get a triggering unit from one function and use it in another. Now doing this using a timer is easy, but what if there is no timer? I am using infrane's particle system and vex's handle vars. Here's what I got : JASS:function Trig_EMP_Actions takes nothing returns nothing local location casterpos = GetUnitLoc(GetTriggerUnit()) local location topos = GetSpellTargetLoc() local unit caster = GetTriggerUnit() CreateParticle(GetOwningPlayer(GetSpellAbilityUnit()),'e00I',GetLocationX(casterpos),GetLocationY(casterpos),GetUnitFacing(GetSpellAbilityUnit())) call ParticleSetSpeed(u,GetLocationX(topos)-GetLocationX(casterpos),GetLocationY(topos)-GetLocationY(casterpos),1200) call ParticleLinkConditionTrigger2Func(u, ParticleGroundHit(), "GroundHit_Bounce") call ParticleLinkConditionTrigger2Func(u, ParticleDeath(), "[u]Death_RemoveEMPBoom[/u]") call ParticleAddForce(u, G()) call RemoveLocation(casterpos) call RemoveLocation(topos) set casterpos=null set topos=null set u = null endfunction Now I need to take 'caster' and use it in the 'Death_RemoveEMPBoom' function. (yes, i know you can use globals, but im trying to stay away from'em) |
| 03-15-2007, 04:26 PM | #2 |
Well, does the partical function return anything? a effect? a unit? a integer? If it does, use that as your index for saving values with gamecache. |
| 03-15-2007, 05:24 PM | #3 |
Pass it as an argument? |
