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[JASS] xe problem

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Hey dudes! ;D

I have a really badass problem.
I just downloaded the xesystem.

Installed it (CnPed to the map).
Saved it.
CnPed the dummy unit.
Saved it.
Imported the dummy model.
Saved it.
Checked dummy -> xe cast dummy. (Correct)

But, whenever I try to cast anything with an
JASS:
local xecast xc = xecast.createBasic('AHfs', OrderId(flame-strike), Player(0))
call xc.castInPoint(0., 0.)

It doesn't work.

Any suggestions what it could be? Thanks in advance.
 
Level 15
Joined
Jul 6, 2009
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889
There is a mis-understanding here I think.
As you would when copying a spell to another map, you find its rawcode and update it in the code?
Eh, just make sure XE_DUMMY_UNITID is the same as the rawcode of the dummy unit (xe unit (Caster System?)).

Otherwise I have no idea why your problem is.
 
Eh, just make sure XE_DUMMY_UNITID is the same as the rawcode of the dummy unit (xe unit (Caster System?)).

Vexorian TOLD to change the ID of the dummy unit to be like in HIS map, so I DID THAT. How the hell do I know that I need to change the id again in the code itself, if Vexorians guide didn't say that?

I mean, why the hell do I have to change 2 ids, I could just change the systems id instead?

because your code is not a human and only do things you tell it to do. You say use 'e002' but doesnt 'e002' exists.. and therefore it won't do anything. Computers are just logical.
Sure, but you don't even know what my problem is and answer with stupid statements which are out of any helping.
 
Level 15
Joined
Jul 6, 2009
Messages
889
JASS:
xebasic
-------
  xebasic is the nucleous of all xe, in order to use a xe module you would most
 likely need xebasic. It is also meant to be the only part of xe that most users
 would really need to tweak for their map.
 
  This section is supposed to be a rapid guide on copying xebasic. The rest of
 the xe modules should be rather easy to implement (just copy the 'trigger' that
 contains it to the map).
 
 1) Make a backup of your map.
 2) Get vJass support. The most usual way would be using the newgen pack. There
 are plenty of other ways. I for example do my vJass coding on Linux using just
 jasshelper.exe, WINE and some editor tricks using a tool called Warcity.
 
     Getting vJass to work is a wide area, if just installing and using the
 "Jass newgen pack" doesn't work to you, please request/search help somehow. As
 of now there really is no vJass support in OS/X, so you would need virtualization
 and things of that style.
 
 -- Note: You can have two maps open in the editor, and it is the only way to
 make copy and paste work.
 
 3) Copy the model, in this map's import manager you may find dummy.mdx, select
 it and export it to some temp folder, then go to your map and import it, use
 war3mapimported\dummy.mdx for path.
 
 Please save the map immediatelly after importing the model to prevent it from
 getting unimported due to a rare WE bug.
 
 4) Copy the dummy unit: In the object editor under neutral passive, you may
 find the dummy unit, select it, go to 'edit' then click copy. Now switch to
 your map's object editor and use 'paste'.
 
 5) Write down the rawcode: While you are in the object editor select your map's
 recently pasted dummy unit, then go to the 'view' menu and click the option to
 show values as raw data. Now take a look to the selected unit type. It will now
 come with a code like "ewsp:e001", the last four characters of the code are
 what matter, write them down.
 
 6) Copy this map's xebasic trigger to your map.
 
 7) Update your map's xebasic: change the value assigned to XE_DUMMY_UNITID to
 'XXXX' where XXXX is the four character code you wrote down in step 5.
 
 8) Save your map and pray, if it compiles correctly then it is done. Make sure
 to test (after implementing) whatever needed you to install xebasic. If it
 doesn't work correctly then it is likely you made a mistake when copying the
 unit or the model or updating the rawcode.

 9) Update the other values if you think it is necessary.
Read step 5.
 
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