Custom Script Code?

TheKnight

New Member
Reaction score
1
My friend and I made a spawn system long ago, I did the GUI and set up the guides for it, and he did a Custom Script Code for it.
The system used to work great; leakless, a lot of options, looked nice.
But we made this around 2 years ago, and it worked fine then, but now when I open it up in the latest version of NewGen, I got a lot of errors on the Custom Script
Did something change in the JassHelper to make this happen? Because before it worked fine, before as in a year or more ago on older editors.
And I am positive it is the same exact system we released so long ago (on a different site)

I can post the code if it helps, but my main question is if this is caused by a newer Helper?
 

TheKnight

New Member
Reaction score
1
It says it has 5270 compile errors, ranging from 'Unregistered native function' to 'Expected a code statement'

Fyi, as I said I did not make this script, so I have little knowledge of it, and custom scripting overall



Code:
//TESH.scrollpos=270
//TESH.alwaysfold=0
library spawnSystem // [1.0.0]
    globals
        trigger eventEverySecond = CreateTrigger()
        trigger eventBaseAttacked = CreateTrigger()
        trigger eventBeginSpellCast = CreateTrigger()
        integer udg_ss_loopA = 0
        integer udg_ss_loopB = 0
        integer udg_ss_intUnitTypes = 0
        integer udg_ss_strA = 0
        integer udg_ss_strB = 0
        integer array udg_ss_pop
        integer array udg_ss_spawnSpawnEveryThisManySecTemp
        integer array udg_ss_unitTypes
        string udg_ss_txtGrabFrom = "abcdefghijklmnopqrstuvwxyzABCDEFGHIJKLMNOPQRSTUVWXYZ"
        string array udg_ss_unitTypeID
        string array udg_ss_spawnSpawnStringA
        string array udg_ss_spawnSpawnStringB
        string array udg_ss_strCount
        texttag array udg_ss_spawnFT
    endglobals
    
    function eventBeginSpellCast_Actions takes nothing returns nothing
        local boolean found = false
        local unit u = GetTriggerUnit()
        if(GetSpellAbilityId() == udg_ss_enableSpawnAbility)then
            call UnitRemoveAbility(u, udg_ss_enableSpawnAbility)
            call UnitAddAbility(u, udg_ss_disableSpawnAbility)
            set udg_ss_loopA = 0
            loop
                if(udg_ss_spawnBase[udg_ss_loopA] == u)then
                    set found = true
                    set udg_ss_spawnEnabled[udg_ss_loopA] = true
                endif
                set udg_ss_loopA = udg_ss_loopA + 1
                exitwhen udg_ss_loopA == udg_ss_spawnCount+1 or found == true
            endloop
        else
            if(GetSpellAbilityId() == udg_ss_disableSpawnAbility)then
                call UnitRemoveAbility(u, udg_ss_disableSpawnAbility)
                call UnitAddAbility(u, udg_ss_enableSpawnAbility)
                set udg_ss_loopA = 0
                loop
                    if(udg_ss_spawnBase[udg_ss_loopA] == u)then
                        set found = true
                        set udg_ss_spawnEnabled[udg_ss_loopA] = false
                    endif
                    set udg_ss_loopA = udg_ss_loopA + 1
                    exitwhen udg_ss_loopA == udg_ss_spawnCount+1 or found == true
                endloop
            endif
        endif
        set u = null
    endfunction
    
    function eventBaseAttacked_Actions takes nothing returns nothing
        local unit u = GetTriggerUnit()
        if(GetUnitState(u, UNIT_STATE_LIFE)/GetUnitState(u, UNIT_STATE_MAX_LIFE)*100 < 35)then
            set udg_ss_spawnCastleUnitType[udg_ss_loopA] = udg_ss_playerCastleType[GetPlayerId(GetOwningPlayer(GetAttacker()))+1]
            call SetUnitOwner(u, GetOwningPlayer(GetAttacker()), true)
            call SetUnitState(u, UNIT_STATE_LIFE, GetUnitState(u, UNIT_STATE_MAX_LIFE))
            call IssueTargetOrder(u, "setrally", u)
        endif
        set u = null
    endfunction
    
    function setupEachUnitType takes nothing returns nothing
        local unit u = GetEnumUnit()
        local integer ut = GetUnitTypeId(u)
        local boolean found = false
        set udg_ss_loopB = 0
        loop
            exitwhen udg_ss_loopB > udg_ss_intUnitTypes or found == true
            if(ut == udg_ss_unitTypes[udg_ss_loopB]) then
                set found = true
            else
                set udg_ss_loopB = udg_ss_loopB + 1
            endif
        endloop
        if(found == false) then
            set udg_ss_unitTypes[udg_ss_intUnitTypes] = ut
            set udg_ss_unitTypeID[udg_ss_intUnitTypes] = SubString(udg_ss_txtGrabFrom, udg_ss_strA, udg_ss_strA+1) + SubString(udg_ss_txtGrabFrom, udg_ss_strB, udg_ss_strB+1)
            set udg_ss_spawnSpawnStringA[udg_ss_rectSpawnID[udg_ss_loopA]] = udg_ss_spawnSpawnStringA[udg_ss_rectSpawnID[udg_ss_loopA]] + SubString(udg_ss_txtGrabFrom, udg_ss_strA, udg_ss_strA+1)
            set udg_ss_spawnSpawnStringB[udg_ss_rectSpawnID[udg_ss_loopA]] = udg_ss_spawnSpawnStringB[udg_ss_rectSpawnID[udg_ss_loopA]] + SubString(udg_ss_txtGrabFrom, udg_ss_strB, udg_ss_strB+1)
            if(udg_ss_strB == StringLength(udg_ss_txtGrabFrom)-1)then
                set udg_ss_strB = 0
                set udg_ss_strA = udg_ss_strA + 1
            else
                set udg_ss_strB = udg_ss_strB + 1
            endif
            set udg_ss_intUnitTypes = udg_ss_intUnitTypes + 1
        else
            set udg_ss_spawnSpawnStringA[udg_ss_rectSpawnID[udg_ss_loopA]] = udg_ss_spawnSpawnStringA[udg_ss_rectSpawnID[udg_ss_loopA]] + SubString(udg_ss_unitTypeID[udg_ss_loopB], 0, 1)
            set udg_ss_spawnSpawnStringB[udg_ss_rectSpawnID[udg_ss_loopA]] = udg_ss_spawnSpawnStringB[udg_ss_rectSpawnID[udg_ss_loopA]] + SubString(udg_ss_unitTypeID[udg_ss_loopB], 1, 2)
        endif
        call RemoveUnit(u)
        set u = null
    endfunction
    
    function findNumber takes integer cc, integer strA, integer strB returns integer
        local integer x = 0
        local boolean found = false
        set udg_ss_loopB = 0
        loop
            exitwhen udg_ss_loopB > StringLength(udg_ss_spawnSpawnStringA[udg_ss_loopA])-1 or found == true
            set x = S2I(SubString(udg_ss_spawnSpawnStringA[udg_ss_loopA], strA, strB))
            if(x > 0 and x <= 9)then
                set found = true
            endif
            set udg_ss_loopB = udg_ss_loopB + 1
        endloop
        if(cc == x or x == udg_ss_spawnMaxCastles[udg_ss_loopA])then
            return strB
        endif
        return findNumber(cc, strA+1, strB+1)
    endfunction
    
    function moveUnitsAfterRally takes group ug returns nothing
        if(GetUnitRallyUnit(udg_ss_spawnBase[udg_ss_loopA]) == null)then
            call GroupPointOrderLoc(ug, "attack", GetUnitRallyPoint(udg_ss_spawnBase[udg_ss_loopA]))
        else
            if(not(GetUnitRallyUnit(udg_ss_spawnBase[udg_ss_loopA]) == udg_ss_spawnBase[udg_ss_loopA]))then
                call GroupTargetOrder(ug, "move", GetUnitRallyUnit(udg_ss_spawnBase[udg_ss_loopA]))
            endif
        endif
    endfunction
    
    function eventEverySecond_Actions takes nothing returns nothing
        local group ug = CreateGroup()
        local player plyr = null
        local boolean found = false
        local integer ugc = 0
        local real y = 0
        local real x = 0
        local integer index = 0
        set udg_ss_loopA = 0
        loop
            exitwhen udg_ss_loopA > udg_ss_spawnCount-1
            if(GetUnitState(udg_ss_spawnBase[udg_ss_loopA], UNIT_STATE_LIFE) > 0 and udg_ss_spawnEnabled[udg_ss_loopA] == true)then
                set plyr = GetOwningPlayer(udg_ss_spawnBase[udg_ss_loopA])
                set udg_ss_spawnSpawnEveryThisManySecTemp[udg_ss_loopA] = udg_ss_spawnSpawnEveryThisManySecTemp[udg_ss_loopA] - 1
                if(udg_ss_spawnShowFloatingText[udg_ss_loopA] == true)then
                    call ShowTextTagForceBJ(false, udg_ss_spawnFT[udg_ss_loopA], GetPlayersAll())
                    if(GetLocalPlayer() == plyr)then
                        call SetTextTagVisibility(udg_ss_spawnFT[udg_ss_loopA], true)
                    endif
                    call SetTextTagText(udg_ss_spawnFT[udg_ss_loopA], udg_ss_strCount[udg_ss_spawnSpawnEveryThisManySecTemp[udg_ss_loopA]], 8*0.023 / 10)
                endif
                if(udg_ss_spawnSpawnEveryThisManySecTemp[udg_ss_loopA] == 0) then
                    set udg_ss_spawnSpawnEveryThisManySecTemp[udg_ss_loopA] = udg_ss_spawnSpawnEveryThisManySec[udg_ss_loopA]
                    set index = findNumber(CountLivingPlayerUnitsOfTypeId(udg_ss_spawnCastleUnitType[udg_ss_loopA], plyr), 0, 1)
                    loop
                        set found = false
                        if(udg_ss_popCapsSharedWithTeam == true)then
                            set udg_ss_loopB = 0
                            loop
                                set udg_ss_loopB = udg_ss_loopB + 1
                                set udg_ss_pop[1+GetPlayerTeam(Player(udg_ss_loopB-1))] = 0
                                exitwhen udg_ss_loopB == 12
                            endloop
                        endif
                        set udg_ss_loopB = 0
                        loop
                            set udg_ss_loopB = udg_ss_loopB + 1
                            if(udg_ss_popCapsSharedWithTeam == false) then
                                set udg_ss_pop[udg_ss_loopB] = GetPlayerUnitCount(Player(udg_ss_loopB-1), false)
                            else
                                set udg_ss_pop[1+GetPlayerTeam(Player(udg_ss_loopB-1))] = udg_ss_pop[1+GetPlayerTeam(Player(udg_ss_loopB-1))] + GetPlayerUnitCount(Player(udg_ss_loopB-1), false)
                            endif
                            exitwhen udg_ss_loopB == 12
                        endloop
                        set udg_ss_loopB = 0
                        loop
                            set udg_ss_loopB = udg_ss_loopB + 1
                            if(udg_ss_popCapsSharedWithTeam == false) then
                                call SetPlayerState(Player(udg_ss_loopB-1), PLAYER_STATE_RESOURCE_FOOD_USED, udg_ss_pop[udg_ss_loopB])
                                call SetPlayerState(Player(udg_ss_loopB-1), PLAYER_STATE_RESOURCE_FOOD_CAP, udg_ss_popCap[udg_ss_loopB])
                            else
                                call SetPlayerState(Player(udg_ss_loopB-1), PLAYER_STATE_RESOURCE_FOOD_USED, udg_ss_pop[1+GetPlayerTeam(Player(udg_ss_loopB-1))])
                                call SetPlayerState(Player(udg_ss_loopB-1), PLAYER_STATE_RESOURCE_FOOD_CAP, udg_ss_popCap[1+GetPlayerTeam(Player(udg_ss_loopB-1))])
                            endif
                            exitwhen udg_ss_loopB == 12
                        endloop
                        if(udg_ss_popCapsSharedWithTeam == false) then
                            if(udg_ss_pop[1+GetPlayerId(plyr)] >= udg_ss_popCap[1+GetPlayerId(plyr)]) then
                                set found = true
                                call SetTextTagText(udg_ss_spawnFT[udg_ss_loopA], "At Pop Limit", 8*0.023 / 10)
                            endif
                        else
                            if(udg_ss_pop[1+GetPlayerTeam(plyr)] >= udg_ss_popCap[1+GetPlayerTeam(plyr)]) then
                                set found = true
                                call SetTextTagText(udg_ss_spawnFT[udg_ss_loopA], "At Pop Limit", 8*0.023 / 10)
                            endif
                        endif
                        if(found == false) then
                            set udg_ss_loopB = 0
                            loop
                                exitwhen found == true or udg_ss_loopB > udg_ss_intUnitTypes
                                if(udg_ss_unitTypeID[udg_ss_loopB] == SubString(udg_ss_spawnSpawnStringA[udg_ss_loopA], index, index+1) + SubString(udg_ss_spawnSpawnStringB[udg_ss_loopA], index, index+1))then
                                    set found = true
                                else
                                    set udg_ss_loopB = udg_ss_loopB + 1
                                endif
                            endloop
                            set found = false
                            if(udg_ss_spawnWhere[udg_ss_loopA] == true)then
                                set x = GetRandomReal(GetRectMinX(udg_ss_spawnInThisRegion[udg_ss_loopA]), GetRectMaxX(udg_ss_spawnInThisRegion[udg_ss_loopA]))
                                set y = GetRandomReal(GetRectMinY(udg_ss_spawnInThisRegion[udg_ss_loopA]), GetRectMaxY(udg_ss_spawnInThisRegion[udg_ss_loopA]))
                            else
                                set x = GetRectCenterX(udg_ss_spawnInThisRegion[udg_ss_loopA])
                                set y = GetRectCenterY(udg_ss_spawnInThisRegion[udg_ss_loopA])
                            endif
                            if(udg_ss_spawnBuildingRallyFuncOn[udg_ss_loopA] == true)then
                                call GroupAddUnit(ug, CreateUnit(plyr, udg_ss_unitTypes[udg_ss_loopB], x, y, udg_ss_spawnUnitFacingDegrees[udg_ss_loopA]))
                                set ugc = ugc+1
                                if(ugc == 12)then
                                    call moveUnitsAfterRally(ug)
                                    set ugc = 0
                                    call GroupClear(ug)
                                endif
                            else
                                set bj_lastCreatedUnit = CreateUnit(plyr, udg_ss_unitTypes[udg_ss_loopB], x, y, udg_ss_spawnUnitFacingDegrees[udg_ss_loopA])
                            endif
                            if(udg_ss_spawnPingEachSpawn[udg_ss_loopA] == true) then
                                if (GetLocalPlayer() == plyr) then
                                    call PingMinimap(x, y, 0.5)
                                endif
                            endif
                            set index = index+1
                        endif
                        exitwhen( not (S2I(SubString(udg_ss_spawnSpawnStringA[udg_ss_loopA], index, index+1)) == 0) or found == true)
                    endloop
                    if(not (ugc == 0))then
                        call moveUnitsAfterRally(ug)
                        set ugc = 0
                        call GroupClear(ug)
                    endif
                endif
                set udg_ss_loopA = udg_ss_loopA + 1
                
            endif
        endloop
        if(udg_ss_popCapsSharedWithTeam == true)then
            set udg_ss_loopB = 0
            loop
                set udg_ss_loopB = udg_ss_loopB + 1
                set udg_ss_pop[1+GetPlayerTeam(Player(udg_ss_loopB-1))] = 0
                exitwhen udg_ss_loopB == 12
            endloop
        endif
        set udg_ss_loopB = 0
        loop
            set udg_ss_loopB = udg_ss_loopB + 1
            if(udg_ss_popCapsSharedWithTeam == false) then
                set udg_ss_pop[udg_ss_loopB] = GetPlayerUnitCount(Player(udg_ss_loopB-1), false)
            else
                set udg_ss_pop[1+GetPlayerTeam(Player(udg_ss_loopB-1))] = udg_ss_pop[1+GetPlayerTeam(Player(udg_ss_loopB-1))] + GetPlayerUnitCount(Player(udg_ss_loopB-1), false)
            endif
            exitwhen udg_ss_loopB == 12
        endloop
        set udg_ss_loopB = 0
        loop
            set udg_ss_loopB = udg_ss_loopB + 1
            if(udg_ss_popCapsSharedWithTeam == false) then
                call SetPlayerState(Player(udg_ss_loopB-1), PLAYER_STATE_RESOURCE_FOOD_USED, udg_ss_pop[udg_ss_loopB])
                call SetPlayerState(Player(udg_ss_loopB-1), PLAYER_STATE_RESOURCE_FOOD_CAP, udg_ss_popCap[udg_ss_loopB])
            else
                call SetPlayerState(Player(udg_ss_loopB-1), PLAYER_STATE_RESOURCE_FOOD_USED, udg_ss_pop[1+GetPlayerTeam(Player(udg_ss_loopB-1))])
                call SetPlayerState(Player(udg_ss_loopB-1), PLAYER_STATE_RESOURCE_FOOD_CAP, udg_ss_popCap[1+GetPlayerTeam(Player(udg_ss_loopB-1))])
            endif
            exitwhen udg_ss_loopB == 12
        endloop
        call DestroyGroup(ug)
        set ug = null
        set plyr = null
    endfunction
    
    function setupSpawnSystem takes nothing returns nothing
        local group ug = null
        local real x = 0
        local real y = 0
        local player plyr
        local integer array z
        set udg_ss_loopA = 0
        call DestroyTrigger(gg_trg_ssVars)
        loop
            exitwhen udg_ss_loopA > udg_ss_rectCount-1
            set ug = CreateGroup()
            call GroupEnumUnitsInRect(ug, udg_ss_rectSpawnRect[udg_ss_loopA], null)
            set udg_ss_spawnSpawnStringA[udg_ss_rectSpawnID[udg_ss_loopA]] = udg_ss_spawnSpawnStringA[udg_ss_rectSpawnID[udg_ss_loopA]] + I2S(udg_ss_rectCastleRequirements[udg_ss_loopA])
            set udg_ss_spawnSpawnStringB[udg_ss_rectSpawnID[udg_ss_loopA]] = udg_ss_spawnSpawnStringB[udg_ss_rectSpawnID[udg_ss_loopA]] + I2S(udg_ss_rectCastleRequirements[udg_ss_loopA])
            call ForGroup(ug , function setupEachUnitType )
            call DestroyGroup(ug)
            set ug = null
            call RemoveRect(udg_ss_rectSpawnRect[udg_ss_loopA])
            set udg_ss_loopA = udg_ss_loopA + 1
        endloop
        set udg_ss_loopA = 0
        loop
            set plyr = GetOwningPlayer(udg_ss_spawnBase[udg_ss_loopA])
            set x = GetRectCenterX(udg_ss_spawnInThisRegion[udg_ss_loopA])
            set y = GetRectCenterY(udg_ss_spawnInThisRegion[udg_ss_loopA])
            if(udg_ss_spawnBuildingRallyFuncOn[udg_ss_loopA] == true) then
                call UnitAddAbility(udg_ss_spawnBase[udg_ss_loopA], 'ARal' )
                call IssueTargetOrder(udg_ss_spawnBase[udg_ss_loopA], "setrally", udg_ss_spawnBase[udg_ss_loopA])
            endif
            if(udg_ss_spawnCaptureable[udg_ss_loopA] == true) then
                call TriggerRegisterUnitEvent( eventBaseAttacked, udg_ss_spawnBase[udg_ss_loopA], EVENT_UNIT_ATTACKED )
            endif
            if(udg_ss_spawnBuildingMagicImmune[udg_ss_loopA] == true) then
                call UnitAddAbility(udg_ss_spawnBase[udg_ss_loopA], 'ACmi')
            endif
            if(udg_ss_spawnShowFloatingText[udg_ss_loopA] == true) then
                set udg_ss_spawnFT[udg_ss_loopA] = CreateTextTag()
                call SetTextTagText(udg_ss_spawnFT[udg_ss_loopA], " ", 8 * 0.023 / 10)
                call SetTextTagPos(udg_ss_spawnFT[udg_ss_loopA], x, y, 0)
                call SetTextTagColor(udg_ss_spawnFT[udg_ss_loopA], 255, 255, 255, 0)
            endif
            if(udg_ss_spawnEnableDisableFuncOn[udg_ss_loopA] == true)then
                call TriggerRegisterUnitEvent( eventBeginSpellCast, udg_ss_spawnBase[udg_ss_loopA], EVENT_UNIT_SPELL_CAST )
                if(udg_ss_spawnEnabled[udg_ss_loopA] == true)then
                    call UnitAddAbility(udg_ss_spawnBase[udg_ss_loopA], udg_ss_disableSpawnAbility)
                else
                    call UnitRemoveAbility(udg_ss_spawnBase[udg_ss_loopA], udg_ss_enableSpawnAbility)
                endif
            endif
            set udg_ss_spawnSpawnEveryThisManySecTemp[udg_ss_loopA] = udg_ss_spawnSpawnEveryThisManySec[udg_ss_loopA]
            set udg_ss_loopA = udg_ss_loopA + 1
            exitwhen udg_ss_loopA > udg_ss_spawnCount-1
        endloop
        if(udg_ss_popCapsSharedWithTeam == true) then
            set udg_ss_loopA = 0
            loop
                set udg_ss_loopA = udg_ss_loopA + 1
                set z[udg_ss_loopA] = udg_ss_popCap[udg_ss_loopA]
                set udg_ss_popCap[udg_ss_loopA] = 0
                exitwhen udg_ss_loopA == 12
            endloop
            set udg_ss_loopA = 0
            loop
                set udg_ss_loopA = udg_ss_loopA + 1
                set udg_ss_popCap[1+GetPlayerTeam(Player(udg_ss_loopA-1))] = udg_ss_popCap[1+GetPlayerTeam(Player(udg_ss_loopA-1))] + z[udg_ss_loopA]
                exitwhen udg_ss_loopA == 12
            endloop
        endif
        set udg_ss_loopA = 0
        set udg_ss_loopB = 0
        loop
            if(udg_ss_spawnShowFloatingText[udg_ss_loopA] == true and udg_ss_spawnSpawnEveryThisManySec[udg_ss_loopA] > udg_ss_loopB)then
                set udg_ss_loopB = udg_ss_spawnSpawnEveryThisManySec[udg_ss_loopA]
            endif
            set udg_ss_loopA = udg_ss_loopA + 1
            exitwhen udg_ss_loopA == udg_ss_spawnCount
        endloop
        set udg_ss_loopA = 0
        set udg_ss_strCount[0] = "Spawning"
        loop
            set udg_ss_loopA = udg_ss_loopA + 1
            set udg_ss_strCount[udg_ss_loopA] = I2S(udg_ss_loopA)
            exitwhen udg_ss_loopA == udg_ss_loopB
        endloop
        call TriggerRegisterTimerEvent( eventEverySecond, 1.00, true )
        call TriggerAddAction( eventEverySecond, function eventEverySecond_Actions )
        set plyr = null
        call TriggerAddAction( eventBaseAttacked, function eventBaseAttacked_Actions )
        call TriggerAddAction( eventBeginSpellCast, function eventBeginSpellCast_Actions )
    endfunction
endlibrary
 

Ayanami

칼리
Reaction score
288
Re-posted your code in JASS tags. For JASS, use JASS tags rather than the "code" tag.

JASS:
//TESH.scrollpos=270
//TESH.alwaysfold=0
library spawnSystem // [1.0.0]
    globals
        trigger eventEverySecond = CreateTrigger()
        trigger eventBaseAttacked = CreateTrigger()
        trigger eventBeginSpellCast = CreateTrigger()
        integer udg_ss_loopA = 0
        integer udg_ss_loopB = 0
        integer udg_ss_intUnitTypes = 0
        integer udg_ss_strA = 0
        integer udg_ss_strB = 0
        integer array udg_ss_pop
        integer array udg_ss_spawnSpawnEveryThisManySecTemp
        integer array udg_ss_unitTypes
        string udg_ss_txtGrabFrom = &quot;abcdefghijklmnopqrstuvwxyzABCDEFGHIJKLMNOPQRSTUVWXYZ&quot;
        string array udg_ss_unitTypeID
        string array udg_ss_spawnSpawnStringA
        string array udg_ss_spawnSpawnStringB
        string array udg_ss_strCount
        texttag array udg_ss_spawnFT
    endglobals
    
    function eventBeginSpellCast_Actions takes nothing returns nothing
        local boolean found = false
        local unit u = GetTriggerUnit()
        if(GetSpellAbilityId() == udg_ss_enableSpawnAbility)then
            call UnitRemoveAbility(u, udg_ss_enableSpawnAbility)
            call UnitAddAbility(u, udg_ss_disableSpawnAbility)
            set udg_ss_loopA = 0
            loop
                if(udg_ss_spawnBase[udg_ss_loopA] == u)then
                    set found = true
                    set udg_ss_spawnEnabled[udg_ss_loopA] = true
                endif
                set udg_ss_loopA = udg_ss_loopA + 1
                exitwhen udg_ss_loopA == udg_ss_spawnCount+1 or found == true
            endloop
        else
            if(GetSpellAbilityId() == udg_ss_disableSpawnAbility)then
                call UnitRemoveAbility(u, udg_ss_disableSpawnAbility)
                call UnitAddAbility(u, udg_ss_enableSpawnAbility)
                set udg_ss_loopA = 0
                loop
                    if(udg_ss_spawnBase[udg_ss_loopA] == u)then
                        set found = true
                        set udg_ss_spawnEnabled[udg_ss_loopA] = false
                    endif
                    set udg_ss_loopA = udg_ss_loopA + 1
                    exitwhen udg_ss_loopA == udg_ss_spawnCount+1 or found == true
                endloop
            endif
        endif
        set u = null
    endfunction
    
    function eventBaseAttacked_Actions takes nothing returns nothing
        local unit u = GetTriggerUnit()
        if(GetUnitState(u, UNIT_STATE_LIFE)/GetUnitState(u, UNIT_STATE_MAX_LIFE)*100 &lt; 35)then
            set udg_ss_spawnCastleUnitType[udg_ss_loopA] = udg_ss_playerCastleType[GetPlayerId(GetOwningPlayer(GetAttacker()))+1]
            call SetUnitOwner(u, GetOwningPlayer(GetAttacker()), true)
            call SetUnitState(u, UNIT_STATE_LIFE, GetUnitState(u, UNIT_STATE_MAX_LIFE))
            call IssueTargetOrder(u, &quot;setrally&quot;, u)
        endif
        set u = null
    endfunction
    
    function setupEachUnitType takes nothing returns nothing
        local unit u = GetEnumUnit()
        local integer ut = GetUnitTypeId(u)
        local boolean found = false
        set udg_ss_loopB = 0
        loop
            exitwhen udg_ss_loopB &gt; udg_ss_intUnitTypes or found == true
            if(ut == udg_ss_unitTypes[udg_ss_loopB]) then
                set found = true
            else
                set udg_ss_loopB = udg_ss_loopB + 1
            endif
        endloop
        if(found == false) then
            set udg_ss_unitTypes[udg_ss_intUnitTypes] = ut
            set udg_ss_unitTypeID[udg_ss_intUnitTypes] = SubString(udg_ss_txtGrabFrom, udg_ss_strA, udg_ss_strA+1) + SubString(udg_ss_txtGrabFrom, udg_ss_strB, udg_ss_strB+1)
            set udg_ss_spawnSpawnStringA[udg_ss_rectSpawnID[udg_ss_loopA]] = udg_ss_spawnSpawnStringA[udg_ss_rectSpawnID[udg_ss_loopA]] + SubString(udg_ss_txtGrabFrom, udg_ss_strA, udg_ss_strA+1)
            set udg_ss_spawnSpawnStringB[udg_ss_rectSpawnID[udg_ss_loopA]] = udg_ss_spawnSpawnStringB[udg_ss_rectSpawnID[udg_ss_loopA]] + SubString(udg_ss_txtGrabFrom, udg_ss_strB, udg_ss_strB+1)
            if(udg_ss_strB == StringLength(udg_ss_txtGrabFrom)-1)then
                set udg_ss_strB = 0
                set udg_ss_strA = udg_ss_strA + 1
            else
                set udg_ss_strB = udg_ss_strB + 1
            endif
            set udg_ss_intUnitTypes = udg_ss_intUnitTypes + 1
        else
            set udg_ss_spawnSpawnStringA[udg_ss_rectSpawnID[udg_ss_loopA]] = udg_ss_spawnSpawnStringA[udg_ss_rectSpawnID[udg_ss_loopA]] + SubString(udg_ss_unitTypeID[udg_ss_loopB], 0, 1)
            set udg_ss_spawnSpawnStringB[udg_ss_rectSpawnID[udg_ss_loopA]] = udg_ss_spawnSpawnStringB[udg_ss_rectSpawnID[udg_ss_loopA]] + SubString(udg_ss_unitTypeID[udg_ss_loopB], 1, 2)
        endif
        call RemoveUnit(u)
        set u = null
    endfunction
    
    function findNumber takes integer cc, integer strA, integer strB returns integer
        local integer x = 0
        local boolean found = false
        set udg_ss_loopB = 0
        loop
            exitwhen udg_ss_loopB &gt; StringLength(udg_ss_spawnSpawnStringA[udg_ss_loopA])-1 or found == true
            set x = S2I(SubString(udg_ss_spawnSpawnStringA[udg_ss_loopA], strA, strB))
            if(x &gt; 0 and x &lt;= 9)then
                set found = true
            endif
            set udg_ss_loopB = udg_ss_loopB + 1
        endloop
        if(cc == x or x == udg_ss_spawnMaxCastles[udg_ss_loopA])then
            return strB
        endif
        return findNumber(cc, strA+1, strB+1)
    endfunction
    
    function moveUnitsAfterRally takes group ug returns nothing
        if(GetUnitRallyUnit(udg_ss_spawnBase[udg_ss_loopA]) == null)then
            call GroupPointOrderLoc(ug, &quot;attack&quot;, GetUnitRallyPoint(udg_ss_spawnBase[udg_ss_loopA]))
        else
            if(not(GetUnitRallyUnit(udg_ss_spawnBase[udg_ss_loopA]) == udg_ss_spawnBase[udg_ss_loopA]))then
                call GroupTargetOrder(ug, &quot;move&quot;, GetUnitRallyUnit(udg_ss_spawnBase[udg_ss_loopA]))
            endif
        endif
    endfunction
    
    function eventEverySecond_Actions takes nothing returns nothing
        local group ug = CreateGroup()
        local player plyr = null
        local boolean found = false
        local integer ugc = 0
        local real y = 0
        local real x = 0
        local integer index = 0
        set udg_ss_loopA = 0
        loop
            exitwhen udg_ss_loopA &gt; udg_ss_spawnCount-1
            if(GetUnitState(udg_ss_spawnBase[udg_ss_loopA], UNIT_STATE_LIFE) &gt; 0 and udg_ss_spawnEnabled[udg_ss_loopA] == true)then
                set plyr = GetOwningPlayer(udg_ss_spawnBase[udg_ss_loopA])
                set udg_ss_spawnSpawnEveryThisManySecTemp[udg_ss_loopA] = udg_ss_spawnSpawnEveryThisManySecTemp[udg_ss_loopA] - 1
                if(udg_ss_spawnShowFloatingText[udg_ss_loopA] == true)then
                    call ShowTextTagForceBJ(false, udg_ss_spawnFT[udg_ss_loopA], GetPlayersAll())
                    if(GetLocalPlayer() == plyr)then
                        call SetTextTagVisibility(udg_ss_spawnFT[udg_ss_loopA], true)
                    endif
                    call SetTextTagText(udg_ss_spawnFT[udg_ss_loopA], udg_ss_strCount[udg_ss_spawnSpawnEveryThisManySecTemp[udg_ss_loopA]], 8*0.023 / 10)
                endif
                if(udg_ss_spawnSpawnEveryThisManySecTemp[udg_ss_loopA] == 0) then
                    set udg_ss_spawnSpawnEveryThisManySecTemp[udg_ss_loopA] = udg_ss_spawnSpawnEveryThisManySec[udg_ss_loopA]
                    set index = findNumber(CountLivingPlayerUnitsOfTypeId(udg_ss_spawnCastleUnitType[udg_ss_loopA], plyr), 0, 1)
                    loop
                        set found = false
                        if(udg_ss_popCapsSharedWithTeam == true)then
                            set udg_ss_loopB = 0
                            loop
                                set udg_ss_loopB = udg_ss_loopB + 1
                                set udg_ss_pop[1+GetPlayerTeam(Player(udg_ss_loopB-1))] = 0
                                exitwhen udg_ss_loopB == 12
                            endloop
                        endif
                        set udg_ss_loopB = 0
                        loop
                            set udg_ss_loopB = udg_ss_loopB + 1
                            if(udg_ss_popCapsSharedWithTeam == false) then
                                set udg_ss_pop[udg_ss_loopB] = GetPlayerUnitCount(Player(udg_ss_loopB-1), false)
                            else
                                set udg_ss_pop[1+GetPlayerTeam(Player(udg_ss_loopB-1))] = udg_ss_pop[1+GetPlayerTeam(Player(udg_ss_loopB-1))] + GetPlayerUnitCount(Player(udg_ss_loopB-1), false)
                            endif
                            exitwhen udg_ss_loopB == 12
                        endloop
                        set udg_ss_loopB = 0
                        loop
                            set udg_ss_loopB = udg_ss_loopB + 1
                            if(udg_ss_popCapsSharedWithTeam == false) then
                                call SetPlayerState(Player(udg_ss_loopB-1), PLAYER_STATE_RESOURCE_FOOD_USED, udg_ss_pop[udg_ss_loopB])
                                call SetPlayerState(Player(udg_ss_loopB-1), PLAYER_STATE_RESOURCE_FOOD_CAP, udg_ss_popCap[udg_ss_loopB])
                            else
                                call SetPlayerState(Player(udg_ss_loopB-1), PLAYER_STATE_RESOURCE_FOOD_USED, udg_ss_pop[1+GetPlayerTeam(Player(udg_ss_loopB-1))])
                                call SetPlayerState(Player(udg_ss_loopB-1), PLAYER_STATE_RESOURCE_FOOD_CAP, udg_ss_popCap[1+GetPlayerTeam(Player(udg_ss_loopB-1))])
                            endif
                            exitwhen udg_ss_loopB == 12
                        endloop
                        if(udg_ss_popCapsSharedWithTeam == false) then
                            if(udg_ss_pop[1+GetPlayerId(plyr)] &gt;= udg_ss_popCap[1+GetPlayerId(plyr)]) then
                                set found = true
                                call SetTextTagText(udg_ss_spawnFT[udg_ss_loopA], &quot;At Pop Limit&quot;, 8*0.023 / 10)
                            endif
                        else
                            if(udg_ss_pop[1+GetPlayerTeam(plyr)] &gt;= udg_ss_popCap[1+GetPlayerTeam(plyr)]) then
                                set found = true
                                call SetTextTagText(udg_ss_spawnFT[udg_ss_loopA], &quot;At Pop Limit&quot;, 8*0.023 / 10)
                            endif
                        endif
                        if(found == false) then
                            set udg_ss_loopB = 0
                            loop
                                exitwhen found == true or udg_ss_loopB &gt; udg_ss_intUnitTypes
                                if(udg_ss_unitTypeID[udg_ss_loopB] == SubString(udg_ss_spawnSpawnStringA[udg_ss_loopA], index, index+1) + SubString(udg_ss_spawnSpawnStringB[udg_ss_loopA], index, index+1))then
                                    set found = true
                                else
                                    set udg_ss_loopB = udg_ss_loopB + 1
                                endif
                            endloop
                            set found = false
                            if(udg_ss_spawnWhere[udg_ss_loopA] == true)then
                                set x = GetRandomReal(GetRectMinX(udg_ss_spawnInThisRegion[udg_ss_loopA]), GetRectMaxX(udg_ss_spawnInThisRegion[udg_ss_loopA]))
                                set y = GetRandomReal(GetRectMinY(udg_ss_spawnInThisRegion[udg_ss_loopA]), GetRectMaxY(udg_ss_spawnInThisRegion[udg_ss_loopA]))
                            else
                                set x = GetRectCenterX(udg_ss_spawnInThisRegion[udg_ss_loopA])
                                set y = GetRectCenterY(udg_ss_spawnInThisRegion[udg_ss_loopA])
                            endif
                            if(udg_ss_spawnBuildingRallyFuncOn[udg_ss_loopA] == true)then
                                call GroupAddUnit(ug, CreateUnit(plyr, udg_ss_unitTypes[udg_ss_loopB], x, y, udg_ss_spawnUnitFacingDegrees[udg_ss_loopA]))
                                set ugc = ugc+1
                                if(ugc == 12)then
                                    call moveUnitsAfterRally(ug)
                                    set ugc = 0
                                    call GroupClear(ug)
                                endif
                            else
                                set bj_lastCreatedUnit = CreateUnit(plyr, udg_ss_unitTypes[udg_ss_loopB], x, y, udg_ss_spawnUnitFacingDegrees[udg_ss_loopA])
                            endif
                            if(udg_ss_spawnPingEachSpawn[udg_ss_loopA] == true) then
                                if (GetLocalPlayer() == plyr) then
                                    call PingMinimap(x, y, 0.5)
                                endif
                            endif
                            set index = index+1
                        endif
                        exitwhen( not (S2I(SubString(udg_ss_spawnSpawnStringA[udg_ss_loopA], index, index+1)) == 0) or found == true)
                    endloop
                    if(not (ugc == 0))then
                        call moveUnitsAfterRally(ug)
                        set ugc = 0
                        call GroupClear(ug)
                    endif
                endif
                set udg_ss_loopA = udg_ss_loopA + 1
                
            endif
        endloop
        if(udg_ss_popCapsSharedWithTeam == true)then
            set udg_ss_loopB = 0
            loop
                set udg_ss_loopB = udg_ss_loopB + 1
                set udg_ss_pop[1+GetPlayerTeam(Player(udg_ss_loopB-1))] = 0
                exitwhen udg_ss_loopB == 12
            endloop
        endif
        set udg_ss_loopB = 0
        loop
            set udg_ss_loopB = udg_ss_loopB + 1
            if(udg_ss_popCapsSharedWithTeam == false) then
                set udg_ss_pop[udg_ss_loopB] = GetPlayerUnitCount(Player(udg_ss_loopB-1), false)
            else
                set udg_ss_pop[1+GetPlayerTeam(Player(udg_ss_loopB-1))] = udg_ss_pop[1+GetPlayerTeam(Player(udg_ss_loopB-1))] + GetPlayerUnitCount(Player(udg_ss_loopB-1), false)
            endif
            exitwhen udg_ss_loopB == 12
        endloop
        set udg_ss_loopB = 0
        loop
            set udg_ss_loopB = udg_ss_loopB + 1
            if(udg_ss_popCapsSharedWithTeam == false) then
                call SetPlayerState(Player(udg_ss_loopB-1), PLAYER_STATE_RESOURCE_FOOD_USED, udg_ss_pop[udg_ss_loopB])
                call SetPlayerState(Player(udg_ss_loopB-1), PLAYER_STATE_RESOURCE_FOOD_CAP, udg_ss_popCap[udg_ss_loopB])
            else
                call SetPlayerState(Player(udg_ss_loopB-1), PLAYER_STATE_RESOURCE_FOOD_USED, udg_ss_pop[1+GetPlayerTeam(Player(udg_ss_loopB-1))])
                call SetPlayerState(Player(udg_ss_loopB-1), PLAYER_STATE_RESOURCE_FOOD_CAP, udg_ss_popCap[1+GetPlayerTeam(Player(udg_ss_loopB-1))])
            endif
            exitwhen udg_ss_loopB == 12
        endloop
        call DestroyGroup(ug)
        set ug = null
        set plyr = null
    endfunction
    
    function setupSpawnSystem takes nothing returns nothing
        local group ug = null
        local real x = 0
        local real y = 0
        local player plyr
        local integer array z
        set udg_ss_loopA = 0
        call DestroyTrigger(gg_trg_ssVars)
        loop
            exitwhen udg_ss_loopA &gt; udg_ss_rectCount-1
            set ug = CreateGroup()
            call GroupEnumUnitsInRect(ug, udg_ss_rectSpawnRect[udg_ss_loopA], null)
            set udg_ss_spawnSpawnStringA[udg_ss_rectSpawnID[udg_ss_loopA]] = udg_ss_spawnSpawnStringA[udg_ss_rectSpawnID[udg_ss_loopA]] + I2S(udg_ss_rectCastleRequirements[udg_ss_loopA])
            set udg_ss_spawnSpawnStringB[udg_ss_rectSpawnID[udg_ss_loopA]] = udg_ss_spawnSpawnStringB[udg_ss_rectSpawnID[udg_ss_loopA]] + I2S(udg_ss_rectCastleRequirements[udg_ss_loopA])
            call ForGroup(ug , function setupEachUnitType )
            call DestroyGroup(ug)
            set ug = null
            call RemoveRect(udg_ss_rectSpawnRect[udg_ss_loopA])
            set udg_ss_loopA = udg_ss_loopA + 1
        endloop
        set udg_ss_loopA = 0
        loop
            set plyr = GetOwningPlayer(udg_ss_spawnBase[udg_ss_loopA])
            set x = GetRectCenterX(udg_ss_spawnInThisRegion[udg_ss_loopA])
            set y = GetRectCenterY(udg_ss_spawnInThisRegion[udg_ss_loopA])
            if(udg_ss_spawnBuildingRallyFuncOn[udg_ss_loopA] == true) then
                call UnitAddAbility(udg_ss_spawnBase[udg_ss_loopA], &#039;ARal&#039; )
                call IssueTargetOrder(udg_ss_spawnBase[udg_ss_loopA], &quot;setrally&quot;, udg_ss_spawnBase[udg_ss_loopA])
            endif
            if(udg_ss_spawnCaptureable[udg_ss_loopA] == true) then
                call TriggerRegisterUnitEvent( eventBaseAttacked, udg_ss_spawnBase[udg_ss_loopA], EVENT_UNIT_ATTACKED )
            endif
            if(udg_ss_spawnBuildingMagicImmune[udg_ss_loopA] == true) then
                call UnitAddAbility(udg_ss_spawnBase[udg_ss_loopA], &#039;ACmi&#039;)
            endif
            if(udg_ss_spawnShowFloatingText[udg_ss_loopA] == true) then
                set udg_ss_spawnFT[udg_ss_loopA] = CreateTextTag()
                call SetTextTagText(udg_ss_spawnFT[udg_ss_loopA], &quot; &quot;, 8 * 0.023 / 10)
                call SetTextTagPos(udg_ss_spawnFT[udg_ss_loopA], x, y, 0)
                call SetTextTagColor(udg_ss_spawnFT[udg_ss_loopA], 255, 255, 255, 0)
            endif
            if(udg_ss_spawnEnableDisableFuncOn[udg_ss_loopA] == true)then
                call TriggerRegisterUnitEvent( eventBeginSpellCast, udg_ss_spawnBase[udg_ss_loopA], EVENT_UNIT_SPELL_CAST )
                if(udg_ss_spawnEnabled[udg_ss_loopA] == true)then
                    call UnitAddAbility(udg_ss_spawnBase[udg_ss_loopA], udg_ss_disableSpawnAbility)
                else
                    call UnitRemoveAbility(udg_ss_spawnBase[udg_ss_loopA], udg_ss_enableSpawnAbility)
                endif
            endif
            set udg_ss_spawnSpawnEveryThisManySecTemp[udg_ss_loopA] = udg_ss_spawnSpawnEveryThisManySec[udg_ss_loopA]
            set udg_ss_loopA = udg_ss_loopA + 1
            exitwhen udg_ss_loopA &gt; udg_ss_spawnCount-1
        endloop
        if(udg_ss_popCapsSharedWithTeam == true) then
            set udg_ss_loopA = 0
            loop
                set udg_ss_loopA = udg_ss_loopA + 1
                set z[udg_ss_loopA] = udg_ss_popCap[udg_ss_loopA]
                set udg_ss_popCap[udg_ss_loopA] = 0
                exitwhen udg_ss_loopA == 12
            endloop
            set udg_ss_loopA = 0
            loop
                set udg_ss_loopA = udg_ss_loopA + 1
                set udg_ss_popCap[1+GetPlayerTeam(Player(udg_ss_loopA-1))] = udg_ss_popCap[1+GetPlayerTeam(Player(udg_ss_loopA-1))] + z[udg_ss_loopA]
                exitwhen udg_ss_loopA == 12
            endloop
        endif
        set udg_ss_loopA = 0
        set udg_ss_loopB = 0
        loop
            if(udg_ss_spawnShowFloatingText[udg_ss_loopA] == true and udg_ss_spawnSpawnEveryThisManySec[udg_ss_loopA] &gt; udg_ss_loopB)then
                set udg_ss_loopB = udg_ss_spawnSpawnEveryThisManySec[udg_ss_loopA]
            endif
            set udg_ss_loopA = udg_ss_loopA + 1
            exitwhen udg_ss_loopA == udg_ss_spawnCount
        endloop
        set udg_ss_loopA = 0
        set udg_ss_strCount[0] = &quot;Spawning&quot;
        loop
            set udg_ss_loopA = udg_ss_loopA + 1
            set udg_ss_strCount[udg_ss_loopA] = I2S(udg_ss_loopA)
            exitwhen udg_ss_loopA == udg_ss_loopB
        endloop
        call TriggerRegisterTimerEvent( eventEverySecond, 1.00, true )
        call TriggerAddAction( eventEverySecond, function eventEverySecond_Actions )
        set plyr = null
        call TriggerAddAction( eventBaseAttacked, function eventBaseAttacked_Actions )
        call TriggerAddAction( eventBeginSpellCast, function eventBeginSpellCast_Actions )
    endfunction
endlibrary


Analyzing code. Hold on.
 

Ayanami

칼리
Reaction score
288
Perhaps, try getting the latest JASSHelper version? The link to the NewGen in TheHelpers does not have the latest JASSHelper version.
 

TheKnight

New Member
Reaction score
1
I thought I had gotten it, but I will check again
Did yours give your no errors?

Edit:
I double checked if I had the most recent JassHelper, and even after I was sure I had it, the errors still appeared.
This is just a random thing, but the text in my custom code area does not have the normal jass text coloring I see, its just all black like my above post, could this be something connected to the problem?
 

Ayanami

칼리
Reaction score
288
I had bunch of errors regarding undeclared variables and such. Is there any global variables that are needed?

Perhaps try re downloading your NewGen. From the looks of your errors, seems like your code isn't compiling for some reason.
 

TheKnight

New Member
Reaction score
1
The demo map is in the same state that it was long ago, and it worked fine then so I'm pretty sure it wouldn't be a variable issue

Is there anywhere that I could get an older version of NewGen, just to see if it works on one of those?
 

Ayanami

칼리
Reaction score
288
Well perhaps it's a variable issue for me because I don't have the variable. The latest NewGen should work. If you don't mind posting the map, I can try save it, to see if it works.
 

TheKnight

New Member
Reaction score
1
Here is v1.0.1, the last Demo System we released before we started working on it, and v1.0.2, the version I recently started working on it to tidy up and fix any errors I found...got my hands full now

If you've got any questions about the system overall just ask
 

Attachments

  • T[K]SpawnSystem[1.0.2].w3x
    32.9 KB · Views: 155
  • ss[1.0.1].w3x
    35.1 KB · Views: 147

Ayanami

칼리
Reaction score
288
I'm able to save successfully (1.01). I really think perhaps it's your NewGen or JASSHelper problem.
 

bLu3_eYeS

New Member
Reaction score
31
As i remember , patch 1.24d to 1.24e changed some jass things in the codes.So most Jass triggers/systems from 1.24d does not work on 1.24e unless you remake some things :)

~bLu3~
 

Ayanami

칼리
Reaction score
288
As i remember , patch 1.24d to 1.24e changed some jass things in the codes.So most Jass triggers/systems from 1.24d does not work on 1.24e unless you remake some things :)

~bLu3~

I'm on 1.24e, and works fine. Just that I don't have the variables that he has in his map.
 

DioD

New Member
Reaction score
57
minor versions of 124 work fine.

learn to debug code yourself, i dont see any attempts to find missing globals...
 
General chit-chat
Help Users
  • No one is chatting at the moment.
  • Ghan Ghan:
    Howdy
  • Ghan Ghan:
    Still lurking
    +3
  • The Helper The Helper:
    I am great and it is fantastic to see you my friend!
    +1
  • The Helper The Helper:
    If you are new to the site please check out the Recipe and Food Forum https://www.thehelper.net/forums/recipes-and-food.220/
  • Monovertex Monovertex:
    How come you're so into recipes lately? Never saw this much interest in this topic in the old days of TH.net
  • Monovertex Monovertex:
    Hmm, how do I change my signature?
  • tom_mai78101 tom_mai78101:
    Signatures can be edit in your account profile. As for the old stuffs, I'm thinking it's because Blizzard is now under Microsoft, and because of Microsoft Xbox going the way it is, it's dreadful.
  • The Helper The Helper:
    I am not big on the recipes I am just promoting them - I use the site as a practice place promoting stuff
    +2
  • Monovertex Monovertex:
    @tom_mai78101 I must be blind. If I go on my profile I don't see any area to edit the signature; If I go to account details (settings) I don't see any signature area either.
  • The Helper The Helper:
    You can get there if you click the bell icon (alerts) and choose preferences from the bottom, signature will be in the menu on the left there https://www.thehelper.net/account/preferences
  • The Helper The Helper:
    I think I need to split the Sci/Tech news forum into 2 one for Science and one for Tech but I am hating all the moving of posts I would have to do
  • The Helper The Helper:
    What is up Old Mountain Shadow?
  • The Helper The Helper:
    Happy Thursday!
    +1
  • Varine Varine:
    Crazy how much 3d printing has come in the last few years. Sad that it's not as easily modifiable though
  • Varine Varine:
    I bought an Ender 3 during the pandemic and tinkered with it all the time. Just bought a Sovol, not as easy. I'm trying to make it use a different nozzle because I have a fuck ton of Volcanos, and they use what is basically a modified volcano that is just a smidge longer, and almost every part on this thing needs to be redone to make it work
  • Varine Varine:
    Luckily I have a 3d printer for that, I guess. But it's ridiculous. The regular volcanos are 21mm, these Sovol versions are about 23.5mm
  • Varine Varine:
    So, 2.5mm longer. But the thing that measures the bed is about 1.5mm above the nozzle, so if I swap it with a volcano then I'm 1mm behind it. So cool, new bracket to swap that, but THEN the fan shroud to direct air at the part is ALSO going to be .5mm to low, and so I need to redo that, but by doing that it is a little bit off where it should be blowing and it's throwing it at the heating block instead of the part, and fuck man
  • Varine Varine:
    I didn't realize they designed this entire thing to NOT be modded. I would have just got a fucking Bambu if I knew that, the whole point was I could fuck with this. And no one else makes shit for Sovol so I have to go through them, and they have... interesting pricing models. So I have a new extruder altogether that I'm taking apart and going to just design a whole new one to use my nozzles. Dumb design.
  • Varine Varine:
    Can't just buy a new heatblock, you need to get a whole hotend - so block, heater cartridge, thermistor, heatbreak, and nozzle. And they put this fucking paste in there so I can't take the thermistor or cartridge out with any ease, that's 30 dollars. Or you can get the whole extrudor with the direct driver AND that heatblock for like 50, but you still can't get any of it to come apart
  • Varine Varine:
    Partsbuilt has individual parts I found but they're expensive. I think I can get bits swapped around and make this work with generic shit though
  • Ghan Ghan:
    Heard Houston got hit pretty bad by storms last night. Hope all is well with TH.
  • The Helper The Helper:
    Power back on finally - all is good here no damage
    +2
  • V-SNES V-SNES:
    Happy Friday!
    +1

      The Helper Discord

      Members online

      Affiliates

      Hive Workshop NUON Dome World Editor Tutorials

      Network Sponsors

      Apex Steel Pipe - Buys and sells Steel Pipe.
      Top