Vjass: please help me understanding the core of "module inside a struct" error

Level 10
Joined
May 24, 2016
Messages
339
Hello guys, the thing is, I'd like to use bpower missile [vJASS] - Missile system since GUI one got me dissapointed in its optimization.
I should point out at 3 things first

1) Im still using 1.26 since it's the most actual version in Russia once we got blocked from blizzard market at all
2) Im using the different build of JNPG availiable on xgm.guru. It's all based on the reason I created my map years ago, and right now it's just almost impossible to switch my JNPG to hive's one.
3) Im almost not aware of how to use vjass. But if that system would require some simple basics, I'd solve them since that's my comorft way I learned anything I know at now at wc3 map making: solving little tasks one by one.

But right now I encounter the compiler error once I try to implement BPower's missile system into my map.

Simply it's just "module inside a struct?" error, pointing me out at a blank space in code that does not help to clarify anything at all.

I dunno, If anyone could help me? :sad:
 
Level 24
Joined
Feb 27, 2019
Messages
833
I dont know what this novjass part means but it seems like this whole part should be ignored but possibly is not. As far as I can see its API, no more. Try adding the two parts pointed out by <---

Anything between /* and */ should be considered comments.
Anything on a line after // is considered a comment.
JASS:
/*  <---
//! novjass ( Disables the compiler until the next endnovjass )

        // Custom type Missile for your projectile needs.
        struct Missile extends array

        // Constants:
        // ==========
            //
            readonly static constant string ORIGIN = "origin"
            //  • Attach point name for fxs on dummies.

            readonly static constant real   HIT_BOX = (2./3.)
            //  • Fictional hit box for homing missiles.
            //    while 0 would be the toe and 1 the head of a unit.
           
        // Available creators:
        // ===================
            //
            static method createEx takes unit missileDummy, real impactX, real impactY, real impactZ returns Missile
            //  • Core creator method.
            //  • May launches any unit.
            //  • Units of type Missile_DUMMY_UNIT_ID get recycled in the end.
           
            static method create takes real x, real y, real z, real angleInRadians, real distanceToTravel, real endZ returns Missile
            //  • Converts arguments to fit into createEx, then calls createEx.

            static method createXYZ takes real x, real y, real z, real impactX, real impactY, real impactZ returns Missile
            //  • Converts arguments to fit into createEx, then calls createEx.
           
        // Available destructors:
        // ======================
            //
            return true
            //  • Core destructor.
            //  • Returning true in any of the interface methods of the MissileStruct module
            //    will destroy that instance instantly.
           
            method destroy   takes nothing returns nothing
            //  • Destroys the missile during the next timer callback.
           
            method terminate takes nothing returns nothing
            //  • Destroys the missile instantly.
           
        // Fields you can set and read directly:
        // =====================================
            //
            unit       source
            unit       target      // For homing missiles.
            real       distance    // Distance traveled.
            player     owner       // Pseudo owner for faster onCollide evaluation. The proper dummy owner remains PLAYER_NEUTRAL_PASSIVE.
            real       speed       // Vector lenght for missile movement in plane x / y. ( DOES NOT TAKE THE TIMER TIMEOUT IN ACCOUNT )
            real       acceleration
            real       damage
            real       turn        // Set a turn rate for missiles.
            integer    data        // For data transfer set and read data. 
            boolean    recycle     // Is automatically set to true, when a Missile reaches it's destination.
            boolean    wantDestroy // Set wantDestroy to true, to destroy a missile during the next timer callback.
           
            // Neither collision nor collisionZ accept values below zero.
            real       collision   // Collision size in plane x / y.
            real       collisionZ  // Collision size in z - axis. ( deprecated )
           
        // Fields you can only read:
        // =========================     
            //
            readonly boolean         allocated       
            readonly unit            dummy// The dummy unit of this missile.
       
            // Position members for you needs.
            readonly MissilePosition origin// Grants access to readonly members of MissilePosition,
            readonly MissilePosition impact// which are "x", "y", "z", "angle", "distance", "slope" and the pitch angle "alpha".
                                           // Furthermore method origin.move(x, y, z) and impact.move(x, y, z).
            readonly real            terrainZ
            readonly real            x
            readonly real            y
            readonly real            z
            readonly real            angle// Current angle in radians.

        // Method operators for set and read:
        // ==================================
            //
            method operator model= takes string modelFile returns nothing
            method operator model  takes nothing returns string
            //  • Adds an effect handle on a missile dummy to it's "origin".
            //  • You can read the file path.
            //  • For multiple effects access "this.dummy" in your struct.
            
            method operator scale= takes real value returns nothing
            method operator scale  takes nothing returns real
            //  • Set and read the scaling of the dummy unit. 
           
            method operator curve= takes real value returns nothing
            method operator curve  takes nothing returns real
            //  • Enables curved movement for your missile. ( Pass in radians, NOT degrees )
            //  • Do not pass in PI/2.
      
            method operator arc=   takes real value returns nothing
            method operator arc    takes nothing returns real
            //  • Enables arcing movement for your missile. ( Pass in radians, NOT degrees )
            //  • Do not pass in PI/2.
                       
        // Methods for missile movement:
        // =============================
            //
            method bounce           takes nothing returns nothing
            //  • Moves the MissilePosition "origin" to the current missile coordinates.
            //  • Resets the distance traveled to 0.
           
            method deflect          takes real tx, real ty returns nothing
            //  • Deflect the missile towards tx, ty. Then calls bounce.       
           
            method deflectEx        takes real tx, real ty, real tz returns nothing
            //  • Deflect the missile towards tx, ty, tz. Then calls bounce.
   
            method flightTime2Speed takes real duration returns nothing
            //  • Converts a fly time to a vector lenght for member "speed".
            //  • Does not take acceleration into account. ( Disclaimer )
       
            method setMovementSpeed takes real value returns nothing
            //  • Converts Warcraft III movement speed to a vector lenght for member "speed".
      
        // Methods for missile collision: ( all are hashtable entries )
        // ==============================
            // By default a widget can only be hit once per missile.
            //
            method hitWidget        takes widget w returns nothing
            //  • Saves a widget in the memory as hit by this instance.
       
            method hasHitWidget     takes widget w returns boolean
            //  • Returns true, if "w" has been hit by this instance.
       
            method removeHitWidget  takes widget w returns nothing
            //  • Removes a widget from this missile's memory for widget collision. ( Can hit "w" again )
           
            method flushHitWidgets  takes nothing returns nothing
            //  • Flushes a missile's memory for widget collision. ( All widgets can be hit again )
           
            method enableHitAfter   takes widget w, real seconds returns nothing
            //  • Automatically calls removeHitWidget(w) after "seconds" time. ( Can hit "w" again after given time )
           
        // Module MissileStruct:
        // =====================
            //
            module MissileLaunch // ( optional )
            module MissileStruct
            //  • Enables the entire missile interface for that struct.
           
        // Interface in structs: ( Must implement module MissileStruct )
        // =====================
            //
            //  • Write one, many or all of the static method below into your struct.
            //  • Missiles launched in this struct will run those methods, when their events fire.
            //
            //  • All of those static methods must return a boolean.
            //      a) return true  --> destroys the missile instance instantly.
            //      b) return false --> keep on flying.

        // Available static method: 
        // ========================
            //
            static method onCollide            takes Missile missile, unit hit returns boolean
            //  • Runs for units in collision range of a missile.

            static method onDestructable       takes Missile missile, destructable hit returns boolean
            //  • Runs for destructables in collision range of a missile.

            static method onItem               takes Missile missile, item hit returns boolean
            //  • Runs for items in collision range of a missile.
           
            static method onTerrain takes Missile missile returns boolean
            //  • Runs when a missile collides with the terrain. ( Ground and cliffs )
           
            static method onFinish  takes Missile missile returns boolean
            //  • Runs only when a missile reaches it's destination.
            //  • However does not run, if a Missile is destroyed in another method.
           
            static method onPeriod  takes Missile missile returns boolean
            //  • Runs every Missile_TIMER_TIMEOUT seconds.

            static method onRemove takes Missile missile returns boolean
            //  • Runs when a missile is destroyed.
            //  • Unlike onFinish, onRemove will runs ALWAYS when a missile is destroyed!!!
            // 
            //  For onRemove the returned boolean has a unique meaning:
            //  • Return true will recycle this missile delayed. ( Only if WRITE_DELAYED_MISSILE_RECYCLING = true )
            //  • Return false will recycle this missile right away.
           
            static method launch takes Missile toLaunch returns nothing
            //  • Well ... Launches this Missile.
            //  • Missile "toLaunch" will behave as declared in the struct. ( static methods from above )
           
    // Misc: ( From the global setup )
    // =====
        //
        // Constants:
        // ==========
            //
            public constant real    TIMER_TIMEOUT                
            public constant player  NEUTRAL_PASSIVE            
            public constant integer DUMMY_UNIT_ID               
            public constant real    MAXIMUM_COLLISION_SIZE         
            public constant boolean USE_COLLISION_Z_FILTER            
            public constant boolean WRITE_DELAYED_MISSILE_RECYCLING   
            public constant boolean USE_DESTRUCTABLE_FILTER           
            public constant boolean USE_ITEM_FILTER 
           
            readonly static constant string ORIGIN
            readonly static constant real   HIT_BOX
       
        // Functions:
        // ==========
            //
            public function GetLocZ               takes real x, real y returns real
                   function GetUnitBodySize       takes unit whichUnit returns real
                   function GetDestructableHeight takes destructable d returns real
                   function GetItemHeight         takes item i returns real
         
//========================================================================
// Missile system. Make changes carefully.
//========================================================================

//! endnovjass ( Enables the compiler )
*/ <---
 
Level 10
Joined
May 24, 2016
Messages
339
I dont know what this novjass part means but it seems like this whole part should be ignored but possibly is not. As far as I can see its API, no more. Try adding the two parts pointed out by <---

Anything between /* and */ should be considered comments.
Anything on a line after // is considered a comment.
JASS:
/*  <---
//! novjass ( Disables the compiler until the next endnovjass )

        // Custom type Missile for your projectile needs.
        struct Missile extends array

        // Constants:
        // ==========
            //
            readonly static constant string ORIGIN = "origin"
            //  • Attach point name for fxs on dummies.

            readonly static constant real   HIT_BOX = (2./3.)
            //  • Fictional hit box for homing missiles.
            //    while 0 would be the toe and 1 the head of a unit.
         
        // Available creators:
        // ===================
            //
            static method createEx takes unit missileDummy, real impactX, real impactY, real impactZ returns Missile
            //  • Core creator method.
            //  • May launches any unit.
            //  • Units of type Missile_DUMMY_UNIT_ID get recycled in the end.
         
            static method create takes real x, real y, real z, real angleInRadians, real distanceToTravel, real endZ returns Missile
            //  • Converts arguments to fit into createEx, then calls createEx.

            static method createXYZ takes real x, real y, real z, real impactX, real impactY, real impactZ returns Missile
            //  • Converts arguments to fit into createEx, then calls createEx.
         
        // Available destructors:
        // ======================
            //
            return true
            //  • Core destructor.
            //  • Returning true in any of the interface methods of the MissileStruct module
            //    will destroy that instance instantly.
         
            method destroy   takes nothing returns nothing
            //  • Destroys the missile during the next timer callback.
         
            method terminate takes nothing returns nothing
            //  • Destroys the missile instantly.
         
        // Fields you can set and read directly:
        // =====================================
            //
            unit       source
            unit       target      // For homing missiles.
            real       distance    // Distance traveled.
            player     owner       // Pseudo owner for faster onCollide evaluation. The proper dummy owner remains PLAYER_NEUTRAL_PASSIVE.
            real       speed       // Vector lenght for missile movement in plane x / y. ( DOES NOT TAKE THE TIMER TIMEOUT IN ACCOUNT )
            real       acceleration
            real       damage
            real       turn        // Set a turn rate for missiles.
            integer    data        // For data transfer set and read data.
            boolean    recycle     // Is automatically set to true, when a Missile reaches it's destination.
            boolean    wantDestroy // Set wantDestroy to true, to destroy a missile during the next timer callback.
         
            // Neither collision nor collisionZ accept values below zero.
            real       collision   // Collision size in plane x / y.
            real       collisionZ  // Collision size in z - axis. ( deprecated )
         
        // Fields you can only read:
        // =========================   
            //
            readonly boolean         allocated     
            readonly unit            dummy// The dummy unit of this missile.
     
            // Position members for you needs.
            readonly MissilePosition origin// Grants access to readonly members of MissilePosition,
            readonly MissilePosition impact// which are "x", "y", "z", "angle", "distance", "slope" and the pitch angle "alpha".
                                           // Furthermore method origin.move(x, y, z) and impact.move(x, y, z).
            readonly real            terrainZ
            readonly real            x
            readonly real            y
            readonly real            z
            readonly real            angle// Current angle in radians.

        // Method operators for set and read:
        // ==================================
            //
            method operator model= takes string modelFile returns nothing
            method operator model  takes nothing returns string
            //  • Adds an effect handle on a missile dummy to it's "origin".
            //  • You can read the file path.
            //  • For multiple effects access "this.dummy" in your struct.
          
            method operator scale= takes real value returns nothing
            method operator scale  takes nothing returns real
            //  • Set and read the scaling of the dummy unit.
         
            method operator curve= takes real value returns nothing
            method operator curve  takes nothing returns real
            //  • Enables curved movement for your missile. ( Pass in radians, NOT degrees )
            //  • Do not pass in PI/2.
    
            method operator arc=   takes real value returns nothing
            method operator arc    takes nothing returns real
            //  • Enables arcing movement for your missile. ( Pass in radians, NOT degrees )
            //  • Do not pass in PI/2.
                     
        // Methods for missile movement:
        // =============================
            //
            method bounce           takes nothing returns nothing
            //  • Moves the MissilePosition "origin" to the current missile coordinates.
            //  • Resets the distance traveled to 0.
         
            method deflect          takes real tx, real ty returns nothing
            //  • Deflect the missile towards tx, ty. Then calls bounce.     
         
            method deflectEx        takes real tx, real ty, real tz returns nothing
            //  • Deflect the missile towards tx, ty, tz. Then calls bounce.
 
            method flightTime2Speed takes real duration returns nothing
            //  • Converts a fly time to a vector lenght for member "speed".
            //  • Does not take acceleration into account. ( Disclaimer )
     
            method setMovementSpeed takes real value returns nothing
            //  • Converts Warcraft III movement speed to a vector lenght for member "speed".
    
        // Methods for missile collision: ( all are hashtable entries )
        // ==============================
            // By default a widget can only be hit once per missile.
            //
            method hitWidget        takes widget w returns nothing
            //  • Saves a widget in the memory as hit by this instance.
     
            method hasHitWidget     takes widget w returns boolean
            //  • Returns true, if "w" has been hit by this instance.
     
            method removeHitWidget  takes widget w returns nothing
            //  • Removes a widget from this missile's memory for widget collision. ( Can hit "w" again )
         
            method flushHitWidgets  takes nothing returns nothing
            //  • Flushes a missile's memory for widget collision. ( All widgets can be hit again )
         
            method enableHitAfter   takes widget w, real seconds returns nothing
            //  • Automatically calls removeHitWidget(w) after "seconds" time. ( Can hit "w" again after given time )
         
        // Module MissileStruct:
        // =====================
            //
            module MissileLaunch // ( optional )
            module MissileStruct
            //  • Enables the entire missile interface for that struct.
         
        // Interface in structs: ( Must implement module MissileStruct )
        // =====================
            //
            //  • Write one, many or all of the static method below into your struct.
            //  • Missiles launched in this struct will run those methods, when their events fire.
            //
            //  • All of those static methods must return a boolean.
            //      a) return true  --> destroys the missile instance instantly.
            //      b) return false --> keep on flying.

        // Available static method:
        // ========================
            //
            static method onCollide            takes Missile missile, unit hit returns boolean
            //  • Runs for units in collision range of a missile.

            static method onDestructable       takes Missile missile, destructable hit returns boolean
            //  • Runs for destructables in collision range of a missile.

            static method onItem               takes Missile missile, item hit returns boolean
            //  • Runs for items in collision range of a missile.
         
            static method onTerrain takes Missile missile returns boolean
            //  • Runs when a missile collides with the terrain. ( Ground and cliffs )
         
            static method onFinish  takes Missile missile returns boolean
            //  • Runs only when a missile reaches it's destination.
            //  • However does not run, if a Missile is destroyed in another method.
         
            static method onPeriod  takes Missile missile returns boolean
            //  • Runs every Missile_TIMER_TIMEOUT seconds.

            static method onRemove takes Missile missile returns boolean
            //  • Runs when a missile is destroyed.
            //  • Unlike onFinish, onRemove will runs ALWAYS when a missile is destroyed!!!
            //
            //  For onRemove the returned boolean has a unique meaning:
            //  • Return true will recycle this missile delayed. ( Only if WRITE_DELAYED_MISSILE_RECYCLING = true )
            //  • Return false will recycle this missile right away.
         
            static method launch takes Missile toLaunch returns nothing
            //  • Well ... Launches this Missile.
            //  • Missile "toLaunch" will behave as declared in the struct. ( static methods from above )
         
    // Misc: ( From the global setup )
    // =====
        //
        // Constants:
        // ==========
            //
            public constant real    TIMER_TIMEOUT              
            public constant player  NEUTRAL_PASSIVE          
            public constant integer DUMMY_UNIT_ID             
            public constant real    MAXIMUM_COLLISION_SIZE       
            public constant boolean USE_COLLISION_Z_FILTER          
            public constant boolean WRITE_DELAYED_MISSILE_RECYCLING 
            public constant boolean USE_DESTRUCTABLE_FILTER         
            public constant boolean USE_ITEM_FILTER
         
            readonly static constant string ORIGIN
            readonly static constant real   HIT_BOX
     
        // Functions:
        // ==========
            //
            public function GetLocZ               takes real x, real y returns real
                   function GetUnitBodySize       takes unit whichUnit returns real
                   function GetDestructableHeight takes destructable d returns real
                   function GetItemHeight         takes item i returns real
       
//========================================================================
// Missile system. Make changes carefully.
//========================================================================

//! endnovjass ( Enables the compiler )
*/ <---
Ill try it out once I get back to my pc and post a message.
 
Level 10
Joined
May 24, 2016
Messages
339
I dont know what this novjass part means but it seems like this whole part should be ignored but possibly is not. As far as I can see its API, no more. Try adding the two parts pointed out by <---

Anything between /* and */ should be considered comments.
Anything on a line after // is considered a comment.
JASS:
/*  <---
//! novjass ( Disables the compiler until the next endnovjass )

        // Custom type Missile for your projectile needs.
        struct Missile extends array

        // Constants:
        // ==========
            //
            readonly static constant string ORIGIN = "origin"
            //  • Attach point name for fxs on dummies.

            readonly static constant real   HIT_BOX = (2./3.)
            //  • Fictional hit box for homing missiles.
            //    while 0 would be the toe and 1 the head of a unit.
          
        // Available creators:
        // ===================
            //
            static method createEx takes unit missileDummy, real impactX, real impactY, real impactZ returns Missile
            //  • Core creator method.
            //  • May launches any unit.
            //  • Units of type Missile_DUMMY_UNIT_ID get recycled in the end.
          
            static method create takes real x, real y, real z, real angleInRadians, real distanceToTravel, real endZ returns Missile
            //  • Converts arguments to fit into createEx, then calls createEx.

            static method createXYZ takes real x, real y, real z, real impactX, real impactY, real impactZ returns Missile
            //  • Converts arguments to fit into createEx, then calls createEx.
          
        // Available destructors:
        // ======================
            //
            return true
            //  • Core destructor.
            //  • Returning true in any of the interface methods of the MissileStruct module
            //    will destroy that instance instantly.
          
            method destroy   takes nothing returns nothing
            //  • Destroys the missile during the next timer callback.
          
            method terminate takes nothing returns nothing
            //  • Destroys the missile instantly.
          
        // Fields you can set and read directly:
        // =====================================
            //
            unit       source
            unit       target      // For homing missiles.
            real       distance    // Distance traveled.
            player     owner       // Pseudo owner for faster onCollide evaluation. The proper dummy owner remains PLAYER_NEUTRAL_PASSIVE.
            real       speed       // Vector lenght for missile movement in plane x / y. ( DOES NOT TAKE THE TIMER TIMEOUT IN ACCOUNT )
            real       acceleration
            real       damage
            real       turn        // Set a turn rate for missiles.
            integer    data        // For data transfer set and read data.
            boolean    recycle     // Is automatically set to true, when a Missile reaches it's destination.
            boolean    wantDestroy // Set wantDestroy to true, to destroy a missile during the next timer callback.
          
            // Neither collision nor collisionZ accept values below zero.
            real       collision   // Collision size in plane x / y.
            real       collisionZ  // Collision size in z - axis. ( deprecated )
          
        // Fields you can only read:
        // =========================    
            //
            readonly boolean         allocated      
            readonly unit            dummy// The dummy unit of this missile.
      
            // Position members for you needs.
            readonly MissilePosition origin// Grants access to readonly members of MissilePosition,
            readonly MissilePosition impact// which are "x", "y", "z", "angle", "distance", "slope" and the pitch angle "alpha".
                                           // Furthermore method origin.move(x, y, z) and impact.move(x, y, z).
            readonly real            terrainZ
            readonly real            x
            readonly real            y
            readonly real            z
            readonly real            angle// Current angle in radians.

        // Method operators for set and read:
        // ==================================
            //
            method operator model= takes string modelFile returns nothing
            method operator model  takes nothing returns string
            //  • Adds an effect handle on a missile dummy to it's "origin".
            //  • You can read the file path.
            //  • For multiple effects access "this.dummy" in your struct.
           
            method operator scale= takes real value returns nothing
            method operator scale  takes nothing returns real
            //  • Set and read the scaling of the dummy unit.
          
            method operator curve= takes real value returns nothing
            method operator curve  takes nothing returns real
            //  • Enables curved movement for your missile. ( Pass in radians, NOT degrees )
            //  • Do not pass in PI/2.
     
            method operator arc=   takes real value returns nothing
            method operator arc    takes nothing returns real
            //  • Enables arcing movement for your missile. ( Pass in radians, NOT degrees )
            //  • Do not pass in PI/2.
                      
        // Methods for missile movement:
        // =============================
            //
            method bounce           takes nothing returns nothing
            //  • Moves the MissilePosition "origin" to the current missile coordinates.
            //  • Resets the distance traveled to 0.
          
            method deflect          takes real tx, real ty returns nothing
            //  • Deflect the missile towards tx, ty. Then calls bounce.      
          
            method deflectEx        takes real tx, real ty, real tz returns nothing
            //  • Deflect the missile towards tx, ty, tz. Then calls bounce.
  
            method flightTime2Speed takes real duration returns nothing
            //  • Converts a fly time to a vector lenght for member "speed".
            //  • Does not take acceleration into account. ( Disclaimer )
      
            method setMovementSpeed takes real value returns nothing
            //  • Converts Warcraft III movement speed to a vector lenght for member "speed".
     
        // Methods for missile collision: ( all are hashtable entries )
        // ==============================
            // By default a widget can only be hit once per missile.
            //
            method hitWidget        takes widget w returns nothing
            //  • Saves a widget in the memory as hit by this instance.
      
            method hasHitWidget     takes widget w returns boolean
            //  • Returns true, if "w" has been hit by this instance.
      
            method removeHitWidget  takes widget w returns nothing
            //  • Removes a widget from this missile's memory for widget collision. ( Can hit "w" again )
          
            method flushHitWidgets  takes nothing returns nothing
            //  • Flushes a missile's memory for widget collision. ( All widgets can be hit again )
          
            method enableHitAfter   takes widget w, real seconds returns nothing
            //  • Automatically calls removeHitWidget(w) after "seconds" time. ( Can hit "w" again after given time )
          
        // Module MissileStruct:
        // =====================
            //
            module MissileLaunch // ( optional )
            module MissileStruct
            //  • Enables the entire missile interface for that struct.
          
        // Interface in structs: ( Must implement module MissileStruct )
        // =====================
            //
            //  • Write one, many or all of the static method below into your struct.
            //  • Missiles launched in this struct will run those methods, when their events fire.
            //
            //  • All of those static methods must return a boolean.
            //      a) return true  --> destroys the missile instance instantly.
            //      b) return false --> keep on flying.

        // Available static method:
        // ========================
            //
            static method onCollide            takes Missile missile, unit hit returns boolean
            //  • Runs for units in collision range of a missile.

            static method onDestructable       takes Missile missile, destructable hit returns boolean
            //  • Runs for destructables in collision range of a missile.

            static method onItem               takes Missile missile, item hit returns boolean
            //  • Runs for items in collision range of a missile.
          
            static method onTerrain takes Missile missile returns boolean
            //  • Runs when a missile collides with the terrain. ( Ground and cliffs )
          
            static method onFinish  takes Missile missile returns boolean
            //  • Runs only when a missile reaches it's destination.
            //  • However does not run, if a Missile is destroyed in another method.
          
            static method onPeriod  takes Missile missile returns boolean
            //  • Runs every Missile_TIMER_TIMEOUT seconds.

            static method onRemove takes Missile missile returns boolean
            //  • Runs when a missile is destroyed.
            //  • Unlike onFinish, onRemove will runs ALWAYS when a missile is destroyed!!!
            //
            //  For onRemove the returned boolean has a unique meaning:
            //  • Return true will recycle this missile delayed. ( Only if WRITE_DELAYED_MISSILE_RECYCLING = true )
            //  • Return false will recycle this missile right away.
          
            static method launch takes Missile toLaunch returns nothing
            //  • Well ... Launches this Missile.
            //  • Missile "toLaunch" will behave as declared in the struct. ( static methods from above )
          
    // Misc: ( From the global setup )
    // =====
        //
        // Constants:
        // ==========
            //
            public constant real    TIMER_TIMEOUT               
            public constant player  NEUTRAL_PASSIVE           
            public constant integer DUMMY_UNIT_ID              
            public constant real    MAXIMUM_COLLISION_SIZE        
            public constant boolean USE_COLLISION_Z_FILTER           
            public constant boolean WRITE_DELAYED_MISSILE_RECYCLING  
            public constant boolean USE_DESTRUCTABLE_FILTER          
            public constant boolean USE_ITEM_FILTER
          
            readonly static constant string ORIGIN
            readonly static constant real   HIT_BOX
      
        // Functions:
        // ==========
            //
            public function GetLocZ               takes real x, real y returns real
                   function GetUnitBodySize       takes unit whichUnit returns real
                   function GetDestructableHeight takes destructable d returns real
                   function GetItemHeight         takes item i returns real
        
//========================================================================
// Missile system. Make changes carefully.
//========================================================================

//! endnovjass ( Enables the compiler )
*/ <---
2024-08-22_20-20-09.png

I think that should not be included in the comment section, at least it looks like the error looks for the missing method
 
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