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JASS Resources Find JASS code snippets and functions here or write your own and post it on the Submissions sub-forum.

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Old 07-24-2012, 09:13 AM   #46 (permalink)
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Tested.
Working when you select 12 units.
Approved.
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Old 11-09-2012, 12:00 AM   #47 (permalink)
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Added thread.wait() and SynchronizeThread()
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Old 11-09-2012, 01:32 PM   #48 (permalink)
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Jass:
*   */uses/*
*
*       *  Alloc  *         hiveworkshop.com/forums/jass-resources-412/snippet-alloc-192348/
*       */
WorldBounds /*   hiveworkshop.com/forums/jass-resources-412/snippet-worldbounds-180494/

I think we both know what's wrong here.
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Old 11-09-2012, 03:11 PM   #49 (permalink)
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???

Absolutely nothing, for vex's vjass, modules that don't have keywords do not have to be in a library to be used. Only cohadar's does not allow this, so as a result, you can comment out the library usage : ).

This works in vex's
Jass:
struct Test extends array
    implement I
endstruct
module I
endmodule
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Old 11-09-2012, 03:49 PM   #50 (permalink)
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But there's no harm in keeping it, I mean, currently, it could cause some confusion (Some people might think you that you commented out the Alloc part because you don't require it in there)
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Old 11-11-2012, 02:11 PM   #51 (permalink)
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But if he removes this fugly comment usage, it would make sense and he wouldn't bitching Cohadar's jasshelper.
It's just too much for him.
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Old 11-22-2012, 02:00 AM   #52 (permalink)
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Fixed a problem with unsync'd code that creates threads ;o. The unit was getting created/selected for one machine before another machine, which was causing syncing problems.
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Old 12-15-2012, 08:34 PM   #53 (permalink)
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Updated

now synchronizes all 12 players rather than just waiting for the first player to send sync request ; O.
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Old 12-16-2012, 12:35 AM   #54 (permalink)
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However as said i don't what happens if a player don't load completely the game before leaving.
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Old 12-16-2012, 01:03 AM   #55 (permalink)
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It'll still work just fine

edit
no wait, it won't ;o

hm...

i'm going to have to update the sync count in both the synced operator and the selection event

also... for the selection event, I really don't want it to fire whenever any unit is selected, but I've no choice >.<.
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Old 12-16-2012, 04:21 PM   #56 (permalink)
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I thought about something else, if a such leaving player trigger the player leave event then it's easy.
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Old 12-16-2012, 05:49 PM   #57 (permalink)
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no, because there are multiple thread instances. Would have to iterate over every thread ; \.
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Old 12-16-2012, 05:56 PM   #58 (permalink)
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No, at init you check how many players there are.
And when a player leaves you just decrease this number.

And btw have you not already done something similar to handle players "PlayerUtils" something like that ?
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Old 12-16-2012, 06:07 PM   #59 (permalink)
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That won't work because a leaving player may/may not have run a selection event (possible early fire)

Also, the leaving player may be the last one to run the selection event, in which case the synced var is never updated.
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Old 12-16-2012, 06:27 PM   #60 (permalink)
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Quote:
Originally Posted by Nestharus View Post
That won't work because a leaving player may/may not have run a selection event (possible early fire)

Also, the leaving player may be the last one to run the selection event, in which case the synced var is never updated.
My assumption is that the leaving player won't trigger the select event but trigger the player leave event.
If it trigger the player event then the code in the current version is fine.
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- Never believe some warcraft "fact" without a proof, even from an "experienced" user, that's how myths & legends born.

You spam "...", "lol", and smilies such as "; p", "^)^",">.>"? You think you're the best and all other ones are stupids or at least less clever than you ? You think your errors are funny, while the other ones are incredibly lame ?
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