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set udg_timer_variable = GetExpiredTimer()
You need jass. Use a timer variable and do
JASS:set udg_timer_variable = GetExpiredTimer()
and then check if timer_variable is equal to timer [x]
Events

Time - f_Timer1[1] expires

Time - f_Timer1[2] expires

Time - f_Timer1[3] expires

Time - f_Timer1[4] expires

Time - f_Timer1[5] expires

Time - f_Timer1[6] expires

Time - f_Timer1[7] expires

Time - f_Timer1[8] expires

Time - f_Timer1[9] expires

Time - f_Timer1[10] expires

Time - f_Timer1[11] expires

Time - f_Timer1[12] expires
Conditions
Actions

Custom script: set udg_tmpTimer = GetExpiredTimer()

For each (Integer loopA) from 1 to 12, do (Actions)


Loop - Actions



If (All Conditions are True) then do (Then Actions) else do (Else Actions)




If - Conditions




Then - Actions




Else - Actions
For each (Integer loopA) from 1 to 12, do (Actions)

Loop - Actions


Custom script: if udg_tmpTimer == udg_f_Timer1[loopA]
yes but loop a should be ForIndexA or something. I cant check atm since im on my phone but you can search in the function list and im sure you will find it.
Or create a new trigger and do something random with integer A and convert to jass.
You are certainly close
Yes. That is working.
My bad on the loopa did not see xd
edit:
Dont forget, you need the endif after your gui actions.
Bobber

Events


Time - f_Timer1[1] expires


Time - f_Timer1[2] expires


Time - f_Timer1[3] expires


Time - f_Timer1[4] expires


Time - f_Timer1[5] expires


Time - f_Timer1[6] expires


Time - f_Timer1[7] expires


Time - f_Timer1[8] expires


Time - f_Timer1[9] expires


Time - f_Timer1[10] expires


Time - f_Timer1[11] expires


Time - f_Timer1[12] expires

Conditions

Actions


Custom script: set udg_tmpTimer = GetExpiredTimer()


For each (Integer loopA) from 1 to 12, do (Actions)



Loop - Actions




Set tmpPoint = (Position of f_Bobber[loopA])




Custom script: if udg_tmpTimer == udg_f_Timer1[udg_loopA] then




Set f_Catch[loopA] = True




Special Effect - Create a special effect at tmpPoint using Abilities\Spells\Other\CrushingWave\CrushingWaveDamage.mdl




Custom script: else




Custom script: endif


Custom script: call RemoveLocation(udg_tmpPoint)
call DestroyTimer(which timer)
bj_forLoopAIndex
u should get rid of integer A or use the thing it calls which isJASS:bj_forLoopAIndex
If by forindexa you mean using a variable rather and integer a, it is a variable, i just named it loopa haha.
Custom script: if udg_tmpTimer == udg_f_Timer1[loopA]
Custom script: if udg_tmpTimer == udg_f_Timer1[bj_forLoopAIndex]
change this
to this
Custom script: if udg_tmpTimer == udg_f_Timer1[loopA]
Custom script: if udg_tmpTimer == udg_f_Timer1[bj_forLoopAIndex]
The bj is loop integer A. When ur using it like this it's ok but the reason it's bad to use is whenever u use it in GUI actions it calls a function which returns the bj that's y it is slower to use than ur own integer
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Here's another option.
RevInit Copy 2
Events
Map initialization
Conditions
Actions
Hashtable - Create a hashtable
Set Hash = (Last created hashtable)
For each (Integer A) from 1 to 12, do (Actions)
Loop - Actions
Custom script: if udg_RTIM[bj_forLoopAIndex] == null then
Custom script: set udg_RTIM[bj_forLoopAIndex] = CreateTimer()
Custom script: endif
Trigger - Add to RevRevive <gen> the event (Time - RTIM[(Integer A)] expires)
Custom script: call SaveInteger(udg_Hash, GetHandleId(udg_RTIM[bj_forLoopAIndex]), 0, bj_forLoopAIndex)
RevRevive
Events
Conditions
Actions
Custom script: set udg_i1 = LoadInteger(udg_Hash, GetHandleId(GetExpiredTimer()), 0)
maker u missed an integer A in the custom script.
anyways y not make ur own integer lol its less typing and looks neater lol.
what are you talking about?Bcuz bbq wtf y u k jk lolotrol.
what are you talking about?
u u ik u u y ur lol lol
U shouldn't use integer A it is slower and less efficient and u already know this. Y show other ppl the wrong way to do it ?
Using integer A is just fine. You can not even measure the speed difference between that an a custom integer. It is not a wrong way to do things.