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[JASS] vJASS: Syntax Error

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JASS:
//library pieceType:
//textmacro instance: PieceType("pawn", "h000", "h006")
    function is_pawn takes unit piece returns boolean
        return ((GetUnitTypeId(piece) == 'h000') or (GetUnitTypeId(piece) == 'h006'))
    endfunction
//end of: PieceType
Compiler complains about the line "function is_pawn takes unit piece returns boolean", says "Syntax Error".

I don't see anything wrong with it?
Attached the latest source map (wouldn't compile, so don't try running the map).
 
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Level 11
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Textmacro is //!, not //, like this:

JASS:
//this is not a textmacro
//!this is a textmacro

Also, I don't know if this was intentional, but you put // before the library keyword, this would make it not work
 
Level 14
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attached a compiling version.

changed two things:
library Filters:
endfuntion --> endfunction

library MovementAI:
if (IsUnitInRangeLoc(get_teams_king(mover), GetUnitLoc(mover), 1536.00) then
-->
if (IsUnitInRangeLoc(get_teams_king(mover), GetUnitLoc(mover), 1536.00)) then
 

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  • karachess.w3x
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Level 11
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Ah yeah I already picked up on those yesterday. Thanks though.


Having a separate issue now though.

I have a function to decide what direction a piece should be facing. Its supposed to face the unit with the least health.
It seems to be working as expected, only the command to rotate it doesn't seem to ever fire.

JASS:
    globals
        group enumGrp = CreateGroup()
    endglobals

    function TrueFilter takes nothing returns boolean
        return true
    endfunction
    
    function Get_unit_in_square takes real x, real y returns unit
        call GroupEnumUnitsInRange(enumGrp, x, y, 200, Filter(function TrueFilter))
        return FirstOfGroup(enumGrp)
        // leeeeeeeeeeeeeeeak
    endfunction


    function Facing_AI_choose takes unit turner returns nothing
        local real angle = 0
        local real ox = GetUnitX(turner)
        local real oy = GetUnitY(turner)
        local real x
        local real y
        local real bestX = ox
        local real bestY = oy
        local real targetHealth = 150000
        local unit targetUnit
        
        loop
            exitwhen angle == 360
            set x = ox + 384. * Cos(angle * bj_DEGTORAD)
            set y = oy + 384. * Sin(angle * bj_DEGTORAD)
            set targetUnit = Get_unit_in_square(x, y)
            if (targetUnit != null and IsPlayerEnemy(GetOwningPlayer(targetUnit), GetOwningPlayer(turner)) and targetHealth > GetUnitState(targetUnit, UNIT_STATE_LIFE)) then
                set bestX = x
                set bestY = y
                set targetHealth = GetUnitState(targetUnit, UNIT_STATE_LIFE)
                call dbug("cc")
            endif
            set angle = angle + 90
        endloop
        
        call dbug(GetUnitName(turner) + R2S(bestX) + R2S(bestY) + R2S(ox) + R2S(oy))
        if (bestX == ox and bestY == oy) then
            set targetUnit = null
            call dbug("returns")
            return
        endif
        call IssuePointOrderById(turner, 'A000', bestX, bestY)
        set targetUnit = null
    endfunction
I've tried testing it on a unit that I am controlling, to watch if it works. It seems to calculate the correct coordinates, but the Issue command never works..

Edit: I wrapped a debug message around the IssuePointOrderById function, and it is returning false. I don't understand why though. The unit is valid, the ability is valid, and the coordinates are in range...
 

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Level 11
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Err... Then why do those ById functions even exist?

And anyway, I only changed it to ById because it wasn't working without it. Changed it back and its still not working.
That call is returning false when used, yet I see no reason it should.
The target points are in range, the order string is valid...
 

Dr Super Good

Spell Reviewer
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Messages
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I believe that the IDs should be faster, as they probably are something more direct in the engine as apposed to strings which I guess link to some table which links to the orders. Also avoids a string object. However I have not tested this so do not take my word for it.
 
Level 4
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To solve your problem...
The OrderID of your Change Facing skill is 852466.
'A000' translates to 1093677104, which is not the correct OrderID.

To get the OrderID of anything, just get a trigger that registers unit orders and
call BJDebugMsg(I2S(GetUnitCurrentOrder(GetTriggerUnit()))).

Hope that helps.
 
Level 11
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I've tried using order strings, I've tried using ability IDs.
It seems that in this function, the IssuePointOrder command is returning false, no matter what the order is. This is the code that should work:

JASS:
call dbug("DEBUG: " + GetUnitName(turner) + " (Destination " + R2S(bestX) + ", " + R2S(bestY) + ") (Origin " + R2S(ox) + ", " + R2S(oy) + ")")
        call dbug(B2S(IssuePointOrder(turner, "stampede", bestX, bestY)))

And I've tried changing the "stampede" (order string I picked, tried changing that around too) to "move", so that the whole function call matches a working IssuePointOrder call from another trigger, and that didn't work either.

The only thing I can think of is that there is some kind of conflict causing the that order call to not work, but I can't figure out what that could be.
I've made it attempt to do this on a player controlled unit, and I don't even see a "Out of range" or anything (not that I'd know if it would do that).

Edit: Solved. Not sure how, think it was due to the base ID.
 
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