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[Solved] Blink Issue

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Feb 17, 2009
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Hi, I'm trying to make a special item for a hero that lets him blink rapidly as he moves/targets things. I followed this thread for some advice: http://www.hiveworkshop.com/threads/spell-cast-help-gui.224869/#post-2237602

Unfortunately, both my GUI and pseudo-JASS attempt (I am very new to the concept, FYI) crash the game. Is it something to do with Blink? I doubt those guys were wrong about all that stuff. But I don't know what's wrong.

Anyway, for the GUI I just used Hero - Use Item on Point/ Target and made appropriate references. Here is the custom script version:

Code:
Trigger 1
    Events
        Unit - A unit Is issued an order targeting a point
    Conditions
        ((Ordered unit) has an item of type |cffffdeadNuevo|r) Equal to True
    Actions
        Game - Display to (All players) the text: 1
        Set Quicksilver_Caster = Test 0103 <gen>
        Set Quicksilver_Punto = (Target point of issued order)
        Custom script:   call IssuePointOrderLoc(udg_Quicksilver_Caster, "blink", udg_Quicksilver_Punto)
        Custom script:   call RemoveLocation(udg_Quicksilver_Punto)


Code:
Trigger 2
    Events
        Unit - A unit Is issued an order targeting an object
    Conditions
        ((Ordered unit) has an item of type |cffffdeadNuevo|r) Equal to True
    Actions
        Game - Display to (All players) the text: 2
        Set Quicksilver_Caster = Test 0103 <gen>
        Set Quicksilver_Target = (Target unit of issued order)
        Custom script:   call IssueTargetOrder(udg_Quicksilver_Caster, "blink", udg_Quicksilver_Target)

Edit: I have discovered none of this has to do with JASS. By ordering a unit through a trigger to use any targeted ability on a target point or target unit, the game crashes. ???? How is this even in the game if it's completely useless?
 
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The game crashes by endless recursive loops.

Your Triggers restarting themselfs with this command which will fullfill their own events again and again and again ...... .
  • Custom script: call IssueTargetOrder(udg_Quicksilver_Caster, "blink", udg_Quicksilver_Target)
To prevent this you have to filter the blinking ( in the conditions) or deactivate the Trigger for the blinking order

deactivating looks like this
  • Trigger - Turn off (This trigger)
  • Unit - Order (Triggering unit) to Nightelf - 'Blink' (Target point of ability being cast)
  • Trigger - Turn on (This trigger)
 
Last edited:
Level 9
Joined
Feb 17, 2009
Messages
291
The game crashes by endless recursive loops.

Your Triggers restarting themselfs with this command which will fullfill their own events again and again and again ...... .
  • Custom script: call IssueTargetOrder(udg_Quicksilver_Caster, "blink", udg_Quicksilver_Target)
To prevent this you have to filter the blinking ( in the conditions) or deactivate the Trigger for the blinking order

deactivating looks like this
  • Trigger - Turn off (This trigger)
  • Unit - Order (Triggering unit) to Nightelf - 'Blink' (Target point of ability being cast)
  • Trigger - Turn on (This trigger)


Interesting did not know that. Thanks very much for the tip! I have one more question with my new trigger.

  • Point 1
    • Events
      • Unit - A unit Is issued an order targeting a point
    • Conditions
      • (Issued order) Equal to (Order(smart))
      • ((Ordered unit) has an item of type |cffffdeadNuevo|r) Equal to True
    • Actions
      • Trigger - Turn off (This trigger)
      • Game - Display to (All players) the text: 1
      • Set Quicksilver_Punto = (Target point of issued order)
      • Hero - Order (Ordered unit) to use (Item carried by (Ordered unit) of type |cffffdeadNuevo|r) on Quicksilver_Punto
      • Unit - Order (Ordered unit) to Move To Quicksilver_Punto
      • Custom script: call RemoveLocation(udg_Quicksilver_Punto)
      • Trigger - Turn on (This trigger)
So far this works but with one flaw - many times he will not blink the first time when I rightclick to move him. Often times I must double right click. It's inconsistent, and also seems to work less often when near ramps/cliffs or when the hero must change facing by a significant amount to cast it. Is this just a limitation of the ordering system?

Alternatively, a method to have it only work with double tap might be cool too, but only if the former isn't possible..

Edit: Nevermind, I figured it out. <3
 
Last edited:
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