Jass NewGen Pack Special Systems

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How is it going? I'm eager for the new release :D

JNGPS 1.3 is completed, i am now waiting for cJass TESH (full) and 1.4 cJass (full). cJass is still beta and 1.4 seems to be (full). according to guys working on cJass 1.4 and cTESH it should be done any day now... so expect JNGPS 1.3 soon as well.

Greets!
~Dark Dragon
 
Yay! ^-^

I hope I can download it this time. xD

well as i know that you have problems dl-ing, i would suggest you to wait for 1.3... no need for 1.2g, i mean it would be better to always have newes version but 1.2(x) to 1.3 is more important update then 1.2(x) to 1.2(y)

anyway cJass is getting more and more updates and so once cJass 1.4 is out it will take me some little time to recode smth as i was told by cJass team... after that JNGPS will be out, same day cJass 1.4 comes out!

Regards!
~Dark Dragon
 
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thanks for update.... hope it will be sooner :D

EDIT:

I am having problems with some files in the bin directory...

My anti-virus detects it as a Trojan Horse.... but seemingly its true... because in some folders (when I download JNGP) there is a file..... but when I deleted it, it comes back and back but from a different folder..... its icon is a pink feather. The Files are this:

pipe.dll
w3jdebug.exe

Please fix it .... but I think these files are only for error fixings for JNGP or debug mode and are not really particularly needed always.. Is it ok if I deleted this 2 files?
 
thanks for update.... hope it will be sooner :D

EDIT:

I am having problems with some files in the bin directory...

My anti-virus detects it as a Trojan Horse.... but seemingly its true... because in some folders (when I download JNGP) there is a file..... but when I deleted it, it comes back and back but from a different folder..... its icon is a pink feather. The Files are this:

pipe.dll
w3jdebug.exe

Please fix it .... but I think these files are only for error fixings for JNGP or debug mode and are not really particularly needed always.. Is it ok if I deleted this 2 files?

they are used for custom debuging, however in current version of wc i guess its not working. its made to work with 1.21- patches i think.

about deleting them... well you can if you want JNGPS will not crash nor anything else it will work but just to let you know that its not an virus, it just has "nature" as virus coz it injects but dont worry it wont do anything bad on ur PC.

Greets!
~DD

EDIT: JNGPS 1.3 will come today or tomorrow, depending on when cJass guys will get free time :)

Greets all!
~DD


EDIT: We are having some problems with cJass updater and because of that i cannot update JNGPS jet. cJass updater is currently in fixing process. According to the "cJass updater coder" release time for JNGPS 1.3 wont change, it will come today or tomorrow.

Thank you for your understanding!
~Dark Dragon

 
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Finally 1.3 is out!

This comment was posted because there was 1.3(0) version which would cause compile errors if you import "ddup.j"

that version is no longer here but if you were the one who downloaded it in first 10 minutes then you might have that bug... to fix it simply download again JNGPS.7z and extract it again.

Greets all!
~DD

 
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thanks sir dragon...... But Could I request I spell from you :D but can you make it GUI or just a jass that has some sorts of GUI.... so it can be compatible with 1.20... Its ok if it gives bugs with 1.20 but not ok if it give bugs for 1.24b :D

But I am wondering about Stunning Using GUI method in JNGPS.....
The Unit that must be stunned is not being stunned in any way.... I try the Custom Trigger which is Unit - Stun Unit but it still not stunned yet... I try creating a dummy then the dummy casts a spell that would stun the unit.... but still doesn't stunned the unit..

It is used before knockback happens...... Just a question.....

And sir Dragon.... Could you help me in making an AI map for my map xD

I can't really make 1... because the gamers are really suggesting for an AI map but still I cannot do an AI map.... Melee map is easy but its for a Hero Arena map:[

Thanks for JNGPS Full Release :)

And here's My Map
This is Full JNGPS Made xD
http://www.hiveworkshop.com/forums/...140315/?prev=search=grand%20chase&d=list&r=20

And I am also wondering... When I update my JassHelper... Then I try to save ... the custom triggers, custom jass gives error.... Is it only compatible with one version of Jasshelper only?
 
I think you scewed something up with the JassCraft style for TESH. I can't disable it, it's not marked in the editor and I think I've overwritten all style.ini's in the TESH folder, but still, I only see the JassCraft style. : /

i see, well thats coz of update of HORUS project i guess. simply enable the JassCraft Theme, close editor, open then disable and again reopen... now that should fix the registry stuff... and default theme will be loaded. now again you can enable disable it by one click.

btw install 1.3a and dont edit or do anything in tesh folder... if you change or remove files then nothing will work xD coz editor checks are files there if they are not then engine will be disabled... so dont delete anything at all costs!

thanks sir dragon...... But Could I request I spell from you :D but can you make it GUI or just a jass that has some sorts of GUI.... so it can be compatible with 1.20... Its ok if it gives bugs with 1.20 but not ok if it give bugs for 1.24b :D

But I am wondering about Stunning Using GUI method in JNGPS.....
The Unit that must be stunned is not being stunned in any way.... I try the Custom Trigger which is Unit - Stun Unit but it still not stunned yet... I try creating a dummy then the dummy casts a spell that would stun the unit.... but still doesn't stunned the unit..

It is used before knockback happens...... Just a question.....

And sir Dragon.... Could you help me in making an AI map for my map xD

I can't really make 1... because the gamers are really suggesting for an AI map but still I cannot do an AI map.... Melee map is easy but its for a Hero Arena map:[

Thanks for JNGPS Full Release :)

And here's My Map
This is Full JNGPS Made xD
http://www.hiveworkshop.com/forums/...140315/?prev=search=grand%20chase&d=list&r=20

And I am also wondering... When I update my JassHelper... Then I try to save ... the custom triggers, custom jass gives error.... Is it only compatible with one version of Jasshelper only?

i updated JassHelper to newest version so its not possible that code does not compile... but yeah if you mean using different editor like WE... then it does not work since this updates only JNGPS.

Stun Unit - i just tested it and it works so i am not sure what is wrong...
maybe send me that example so i can see where is the problem.

well about making spell and all that i dont know will i have time since i am working on my own campaign with cJass :) anyway ill help you with stuff u need help with.

Greets!
~DD

I must thank Van Damm for testing and reporting JNGPS 1.3 few bugs\misses!

 
Finally there is the fully working version of cJass. So now where it´s working we could ask the mods if cJass has a chance to become an official coding langauge on the hive. Dark Dragon did you ask Poot already to take a look at it ?

Hi TNT!

about making cJass as an standard, yeah it was just released as "full" and today i sent pm to PurplePoot... however it will take some time, since he would like to test it fully and all of that u know. anyway yeah i sent him pm so he knows :)

Greets!
~DD
 
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i see, well thats coz of update of HORUS project i guess. simply enable the JassCraft Theme, close editor, open then disable and again reopen... now that should fix the registry stuff... and default theme will be loaded. now again you can enable disable it by one click.

btw install 1.3a and dont edit or do anything in tesh folder... if you change or remove files then nothing will work xD coz editor checks are files there if they are not then engine will be disabled... so dont delete anything at all costs!

Thanks for the help, works like a charm now. : )
 
Thanks for the help, works like a charm now. : )

glade to hear and btw everyone!

if ever again it happens that theme or cJass TESH and vJass TESH wont swap... then u need just to enable, reopen editor, disable, reopen editor and then it will work again. if it does not work then it means some files from JNGPS where deleted, and then simply extract JNGPS.7z (new'es if possible) version and its done. if smth bugs even after that, then it means its bug in JNGP Core... so simply delete whole JNGPS folder and redownload both JNGP Core and JNGPS Files... extract them both and its done :)

Greets!
~DD
 
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I think i found a bug or something (im using JNGPS 1.3a) when i was about to compile one of my libraries...
Somehow cJass has problems with the library names...Here´s the codeline library TNTFX uses TNTC,X3I

Well the cJass syntax checkes said:
Critical Error: missing define arguments

Maybe it happens because my X3I lib has a numerical character in its name, but with the preverious cJass version it worked fine. Does anyone have a clue ?
 
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Messages
495
thanks!

and I am wondering.... When I use Internal Sounds (.wav Files) In the Interface category of the Sound Editor... Why I can't use it... I keep on clicking the Use as Sound button but still nothing happens.... The .wav files are Error.wav and LargeCityGateOpen1.wav

Is that a bug?

I try it at the normal WE and seems working properly
 
thanks!

and I am wondering.... When I use Internal Sounds (.wav Files) In the Interface category of the Sound Editor... Why I can't use it... I keep on clicking the Use as Sound button but still nothing happens.... The .wav files are Error.wav and LargeCityGateOpen1.wav

Is that a bug?

I try it at the normal WE and seems working properly

i remember having that problem as well... to fix it try reopening editor. overall i am not sure what that is but i had it few times in normal we but never in NG WE!

however you can create this sounds manualy if u want. btw if i remember correctly that bug occures when u somehow happen to get some WE error and editor closes while playing sound or by adding deleting them.

anyway copy and paste this code in your map!

JASS:
library FixSoundEditor initializer Init
	globals
		sound snd_Error = null
		sound snd_LargeCityGateOpen1 = null
	endglobals
	
	private function Init takes nothing returns nothing
		set snd_Error=CreateSound("Sound\\Interface\\Error.wav",false,false,false,10,10,"")
		call SetSoundParamsFromLabel(snd_Error,"InterfaceError")
		call SetSoundDuration(snd_Error,614)
		set snd_LargeCityGateOpen1=CreateSound("Sound\\Ambient\\DoodadEffects\\LargeCityGateOpen1.wav",false,false,false,10,10,"DefaultEAXON")
		call SetSoundParamsFromLabel(snd_LargeCityGateOpen1,"GateOpenSound")
		call SetSoundDuration(snd_LargeCityGateOpen1,1445)
	endfunction

endlibrary

now to get sounds!

  • Snds
    • Events
      • Map initialization
    • Conditions
    • Actions
      • Custom script: set udg_MyError = snd_Error
      • Custom script: set udg_MyDoors = snd_LargeCityGateOpen1
      • Sleep 2.00 seconds
      • Sound - Play MyDoors
      • Sound - Play MyError
enjoy!
~DD
 
Uh, is it just me or is the handle id list still empty?

its not empty.. i added the handle conversions!

make sure you have 1.3a extracted in your JNGPS folder!
do remember not to your warcraft iii folder but "Jass NewGen Special" one.

i hope it works now :)
Greets!
~DD
 

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just want to request dragon if you could do this :D this is my first request xD

Here Is It:
When the caster casts, every 0.5 second, the unit cast a volley of arrows (Fan of Knives) while the unit is dancing (moving around like Bladestorm). Is that possible? but the unit is not invulnerable but cannot cast any ability or do any commands while in the spell phase.

Level 1 - 350 Max Damage.
Level 2 - 450 Max Damage.
Level 3 - 550 Max Damage.
Level 4 - 660 Max Damage, 10% slow to targets for 1.5 seconds.

Thanks for the library... Maybe its really a WE bug... It doesn't read sounds lower than 1 second... and does not use it...

EDIT:
I've found a bug... Its about the Any Destructible Dies Event.
It says Undeclared Function. Please see the Pjass Error Image
 

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just want to request dragon if you could do this :D this is my first request xD

Here Is It:
When the caster casts, every 0.5 second, the unit cast a volley of arrows (Fan of Knives) while the unit is dancing (moving around like Bladestorm). Is that possible? but the unit is not invulnerable but cannot cast any ability or do any commands while in the spell phase.

Level 1 - 350 Max Damage.
Level 2 - 450 Max Damage.
Level 3 - 550 Max Damage.
Level 4 - 660 Max Damage, 10% slow to targets for 1.5 seconds.

Thanks for the library... Maybe its really a WE bug... It doesn't read sounds lower than 1 second... and does not use it...

EDIT:
I've found a bug... Its about the Any Destructible Dies Event.
It says Undeclared Function. Please see the Pjass Error Image


you must call this: Custom Script: Enable EGUI, else non of new funtions will work in EGUI.

about request ill see what i can do about it.

Ehm... I kinda get alot of "errors" In my scripts... when i try the Syntex Check....-.- Is it Bugged?

7-Zip can be found here!
 
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is Any Destructible Dies event is an EGUI ?

BTW Thanks ... for making the spell xD

but is that event working with 1.20 (Any Destructible Dies only)..... I am still thinking If I would make my map compatible with 1.20+ or 1.24+... Not all people in my country is still in 1.24... only some....
 
is Any Destructible Dies event is an EGUI ?

BTW Thanks ... for making the spell xD

but is that event working with 1.20 (Any Destructible Dies only)..... I am still thinking If I would make my map compatible with 1.20+ or 1.24+... Not all people in my country is still in 1.24... only some....

if you have 1.24 that alone means your map works for 1.24+.

there would be an way for you to make two maps, one for 1.23 and one for 1.24... overall as you know 1.24- patches are dangerous and you can get an virus.

however yeah JNGPS is for 1.24+ and about spell ill make it i guess some time soon now...

just do remember that JNGPS was made to make every feature work with 1.24+ fully :) (ofc that whats in my might i fixed..)

Greets!
~Dark Dragon
 
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ehm.... DD.... I am using that thing...... And It's when i DL-ed it that it started Happing Errors...-.- like 402 or something..... And none of them are my Jass scripts fault! the map still works but i can't use the Syntex Check without the Syntex check showing alot of errors that are Not there!
 
ehm.... DD.... I am using that thing...... And It's when i DL-ed it that it started Happing Errors...-.- like 402 or something..... And none of them are my Jass scripts fault! the map still works but i can't use the Syntex Check without the Syntex check showing alot of errors that are Not there!

it is possible that you have 1.23 code? JNGPS will report code like old H2I function.

overall if you dont know what i am talking about i would like that you send me your map so i can take a look why it happens... and ofc that i can fix it.

you can send me an pm with link to pastebin where your map is!

Greets!
~DD
 
Level 10
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Messages
606
it is possible that you have 1.23 code? JNGPS will report code like old H2I function.

overall if you dont know what i am talking about i would like that you send me your map so i can take a look why it happens... and ofc that i can fix it.

you can send me an pm with link to pastebin where your map is!

Greets!
~DD

ehm... The code is not the problem becuse then the map wouden't run in normal WC3.... It's just the Syntex Checker taht is bugged-.-
 
Here is a Link The Error

i see thats an bug with tesh... for some reason it compiles my tesh include file... reason might be that you extracted this in some wrong folder or smth.

please download again JNGP Core, extract it "i suggest in warcraft iii folder" and name that folder in which you will extract JNGP Core "Jass NewGen Special".

now extract it in that folder, download JNGPS.7z and extract is as well in "Jass NewGen Special".

1) now run "..\Jass NewGen Special\NewGen WE.exe"
2) select your map and compile it again. it must not give you this errors.

btw your code should now work...

first CreateUnit(pa, 0001,...)

should be i guess:

CreateUnit(pa, '0001',...)

as well why does it return unit when its an trigger action. it should return nothing.

as well you can have JNGP v5d and JNGPS 1.3a at same time just in different folders...

Greets!
~DD
 
Level 10
Joined
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Messages
606
i see thats an bug with tesh... for some reason it compiles my tesh include file... reason might be that you extracted this in some wrong folder or smth.

please download again JNGP Core, extract it "i suggest in warcraft iii folder" and name that folder in which you will extract JNGP Core "Jass NewGen Special".

now extract it in that folder, download JNGPS.7z and extract is as well in "Jass NewGen Special".

1) now run "..\Jass NewGen Special\NewGen WE.exe"
2) select your map and compile it again. it must not give you this errors.

btw your code should now work...

first CreateUnit(pa, 0001,...)

should be i guess:

CreateUnit(pa, '0001',...)

as well why does it return unit when its an trigger action. it should return nothing.

as well you can have JNGP v5d and JNGPS 1.3a at same time just in different folders...

Greets!
~DD
welll For the script i Have made a new one of it...... And that one works just fine:) but JNGP core? Gif me link to that please
 
http://www.hiveworkshop.com/forums/pastebin.php?id=qdth6b

There is the link to that GOD DAMMED ERROR!(a picture of what happens when i click on the errors this time....)

well for some reason it includes/parses script which is not an script for code in your map but an script which is used in TESH to bold my functions... it has nothing to do with your map script and this is the first time i ever saw such an bug.

in this case try going to "..\JNGPS\tesh\includes\ddup.j"

change name to for example: ddup_xx.j

and try it again... ofc restart editor, if it still occures then instead of using command Custom Script: Enable EGUI

write this:

Custom Script: //! import "...\JNGPS\jass\ddup.j"

... = path to your JNGPS!
 
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well for some reason it includes/parses script which is not an script for code in your map but an script which is used in TESH to bold my functions... it has nothing to do with your map script and this is the first time i ever saw such an bug.

in this case try going to "..\JNGPS\tesh\includes\ddup.j"

change name to for example: ddup_xx.j

and try it again... ofc restart editor, if it still occures then instead of using command Custom Script: Enable EGUI

write this:

Custom Script: //! import "...\JNGPS\jass\ddup.j"

... = path to your JNGPS!

Woud this Help?
edit... Dident help;(
 
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