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Spartipilo
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  • dude. I got a suggestion from moyack. he thinks that the WE read from your blizzard.j but to make the game read it you have to import it into your map with the import function. try importing blizzard.j and set the path to Scrips/Blizzard.j
    What about creating just 1 unit and moving it? Would that be better than creating a unit every time? Talking about dummy units.
    Only time will tell lol... My map uses a lot multiboard and I didn't knew multiboard leaks until I checked in the system memory. I would have to re-write a lot of systems again using a multiboard vjass system.

    I closed some of the multiboard systems and the leak decreased but still there was a slight leak. Only time will tell lol. But will there be slight leak even if in code there are no leaks?

    Any way check this preview of my map systems.

    http://www.youtube.com/watch?feature=player_embedded&v=y7JeXayNIME
    I guess I found out what leaked. It was the multiboards those were leaking. I will try to rewrite my multi-board system. Hope they still don't leak after that.
    Oh, I missed that. I decided to contact people cuz.. you know, not everyone follows the forums :D
    This message was sent to all members of the Protection of the Cheese map project.

    What's your skype name? I need it to create the Discussion for the project. Thanks in advance :)
    Hi....

    If the memory in the task manager keeps on increasing with time in a map even if you are not doing anything, does that mean there is a leak?

    In my map the memory keeps on increasing with time without anystop it went till 150mb or so then I closed it but it kept on increasing does this mean there are leaks in it?
    I asked moyack before he said he had to check and gave me an idea but that did not work anyway

    but yes it is strange. you tried editing stuff in the JNGP folder? afterall it allows vjass somehow. open all files and search for endglobals or hook. could work
    I plan to add more but I lack knowledge about missing gui functions, so its hard to find the stuff that is missing.
    Will indeed be awesome if you find a way, but seems very hard since you cant use common.j or blizzard.j. gl
    LOL. took me 1 hour to find out that I was missing ConvertPlayerEvent(x) to make the shit work. Anyway fixed a few things ^^.

    Melee Initialization
    Events
    Player - Player 1 (Red) skips a cinematic sequence
    Conditions
    Actions
    Set event_id_variable = (Get Event Id)
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
    If - Conditions
    (Get Event Id) Equal to (Convert player event17)
    Then - Actions
    Game - Display to (All players) the text: filter 1
    Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
    If - Conditions
    event_id_variable Equal to (Convert player event17)
    Then - Actions
    Game - Display to (All players) the text: filter 2
    Else - Actions


    so basicly what I added is:
    eventid global varaiable
    eventid condition block
    GetTriggerEventId
    ConvertPlayerEvent

    what should we add next? any idea?
    Well See My topic's 2nd page ... :/ , Write what you said in GUI form please . And Explain more how those custom scripts work
    dang it, I was so close to adding GetTriggerEventId.
    or well I actually did, but I failed to create eventid variables,it now gives error. cant compare types or something.
    Untitled Trigger 001
    Events
    Player - Player 1 (Red) skips a cinematic sequence
    Conditions
    Actions
    Set Event_id_variable = (Get Event Id)
    Custom script: if udg_Event_id_variable == 17 then
    Game - Display to (All players) the text: asd
    Custom script: endif


    function Trig_Untitled_Trigger_001_Actions takes nothing returns nothing
    set udg_Event_id_variable = GetTriggerEventId()
    if udg_Event_id_variable == 17 then
    call DisplayTextToForce( GetPlayersAll(), "TRIGSTR_003" )
    endif
    endfunction


    oh well enough for today. good luck
    I know that it leaks but just to show how it looks.
    added CreateTrigger() now.


    Untitled Trigger 001
    Events
    Player - Player 1 (Red) skips a cinematic sequence
    Conditions
    Actions
    Set Trigger_variable = (Creates New Trigger)


    set udg_Trigger_variable = CreateTrigger()
    I see, I added FirstOfGroup now btw.

    Actions
    Unit - Create 1 (Unit-type of (first unit from (Units in (Playable map area)))) for Player 1 (Red) at (Center of (Playable map area)) facing Default building facing degrees


    turns into


    call CreateNUnitsAtLoc( 1,GetUnitTypeId(FirstOfGroup(GetUnitsInRectAll(GetPlayableMapRect()))),


    I will keep looking and see what I can add.
    yo men, so we are working together on the "PROTECTION OF THE CHEESE", so Im just saying hi(just so you know you have co-worker in the Jass part :) )
    1. well yes. need to find out how to create actions first tho.

    2. yes thats what I wanted. your method didnt work for me you see
    normaly you need to create the hashtable and store it into a variable. now that is done automaticly when creating the hashtable variable.

    and I fixed the getlocalplayer thingy. I just edited at another place.
    confirmed, it works now!
    Melee Initialization
    Events
    Map initialization
    Conditions
    Actions
    Hashtable - Save Handle OfFootman 0001 <gen> as 1 of 1 in hash
    Unit - Kill (Load 1 of 1 in hash)


    EDIT:
    I also managed to replace the normal GetLastCreatedUnit() with bj_lastCreatedUnit. However I got a small but now. it adds "()" after bj_lastCreatedUnit. I will try to fix that.

    edit2: screw that method. however I really want to find a way on how to do that GetLocalPlayer :p
    yes but I thought you edited those lines so something LIKE that would exist. I will add it if that works tho :eek:

    LOL, failed with that. then maybe that will work
    oh, and this would fix a small flaw in GUI.
    if we use this we dont need to create the hashtable :p.

    [TriggerTypeDefaults]
    // Defines an optional default value for a trigger type used as a global variable
    // Key: variable type
    // Value 0: script text
    // Value 1: display text (if not present, script text will be used)
    //
    // If a type does not have an entry here, it will be set to null if it is a handle
    //

    boolean=false,WESTRING_FALSE
    integer=0
    real=0
    group=CreateGroup(),WESTRING_TRIGDEFAULT_GROUP
    force=CreateForce(),WESTRING_TRIGDEFAULT_FORCE
    timer=CreateTimer(),WESTRING_TRIGDEFAULT_TIMER
    dialog=DialogCreate(),WESTRING_TRIGDEFAULT_DIALOG
    hashtable=CreateHashtable(),WESTRING_TRIGDEFAULT_HASHTABLE

    edit: nvm, dont work. I think we should focus on improving the bjs.
    FML, this does not exist in my triggerdata.txt

    [TriggerParams]
    // Defines possible values for variable types
    // Key: arbitrary text
    // Value 0: first game version in which this parameter is valid
    // Value 1: variable type
    // Value 2: code text (used in script)
    // Value 3: display text
    //
    // Note: If the code text is a literal string, surround it with backward single quotes (`),
    // and they will be converted to double quotes in the script.
    //

    // Effects
    LastEffect=0,effect,"bj_lastCreatedEffect","Last Created Effect"

    // Integers
    IntegerA=0,integer,"bj_forLoopAIndex","Integer A"

    // Unit
    LastUnit=0,unit,"bj_lastCreatedUnit,"Last Created Unit"

    // Item
    LastItem=0,item,"bj_lastCreatedItem","Last Created Item"

    // Button
    LastButton=0,button,"bj_lastCreatedButton","Last Created Button"

    // Destructable
    LastDestructable=0,destructable,"bj_lastCreatedDestructable","Last Created Destructable"

    // Fog Modifier
    LastFogModifier=0,fogmodifier,"bj_lastCreatedFogModifier","Last Created Fog Modifier"

    // Hashtable
    LastHashtable=0,hashtable,"bj_lastCreatedHashtable","Last Created Hashtable"

    // Image
    LastImage=0,image,"bj_lastCreatedImage","Last Created Image"

    // Leaderboard
    LastLeaderboard=0,leaderboard,"bj_lastCreatedLeaderboard","Last Created Leaderboard"

    // Lighting
    LastLightning=0,lightning,"bj_lastCreatedLightning","Last Created Lightning"

    // Multiboard
    LastMultiboard=0,multiboard,"bj_lastCreatedMultiboard","Last Created Multiboard"

    // Quest
    LastQuest=0,quest,"bj_lastCreatedQuest","Last Created Quest"

    // QuestItem
    LastQuestItem=0,questitem,"bj_lastCreatedQuestItem","Last Created Quest Item"

    // Terrain Deformation
    LastTerrainDeformation=0,terraindeformation,"bj_lastCreatedTerrainDeformation","Last Created Terrain Deformation"

    // TextTag
    LastTextTag=0,texttag,"bj_lastCreatedTextTag","Last Created Floating Text (TextTag)"

    // Timer
    LastTimer=0,timer,"bj_lastStartedTimer","Last Created Timer"

    // Timer Dialog
    LastTimerDialog=0,timerdialog,"bj_lastCreatedTimerDialog","Last Created Timer Dialog"

    // Uberplat
    LastUbersplat=0,ubersplat,"bj_lastCreatedUbersplat","Last Created Ubersplat"

    // Weather
    LastWeatherEffect=0,weathereffect,"bj_lastCreatedWeatherEffect","Last Created Weather Effect"



    this exist but not the rest
    [TriggerParams]
    // Defines possible values for variable types
    // Key: arbitrary text
    // Value 0: first game version in which this parameter is valid
    // Value 1: variable type
    // Value 2: code text (used in script)
    // Value 3: display text
    //
    // Note: If the code text is a literal string, surround it with backward single quotes (`),
    // and they will be converted to double quotes in the script.
    //
    no no, I mean if we add a system we will most likely need arguments.
    also if we use that many custom script actions the txt file willl be one gig xD
    a new action for every line is kinda meh.
    I noticed that a hour ago. how do you use arguments there?
    and it will be a pain in the ass to write like that :(
    awesome man! you just fixed one of the biggest GUI flaws :D
    send me the things you changed in a hidden tag before you sleep plz.

    my project will be to add local variables into GUI ^^

    not sure how it will go but I got an idea. will see how it goes
    damn you! got to wait like 12 hours to check then. And I who got so exited. if we could add get local player to a player variable it would be so awesome.
    oh yes GetLaastCreatedX returns a variable.
    good start ^^
    I am on the phone so I cant check but can we add stuff like event responses?
    you know triggering unit and picked unit etc.
    it is quite easy (for me atleast). I will start converting tomarrow.

    anyway I got a untested method, what if we create a custom action that calls a custom function.

    like, I create a function in a init trigger and then we tell a custom action to call that function. If that works it will be a piece of cake.

    would be awesome if you could test.
    sad. however we can easy replace bjs with natives with trigger data.
    we could use hooks to improve a few bjs too.
    nice, could you send me your version of
    TriggerStrings.txt
    WorldEditStrings.txt
    I only got the triggerdata thingy.
    I don't use FB or Twitter. I guess Hive will be the main form of communication.

    The project is yet to be initiated. Not until mid-July that is. However, you can still brainstorm some ideas and make them too. Just stick to the theme and give me a head-up first :D

    Hope we can work together well.
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