Groups and gamecaches

Darius34

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I'm making a triggered Shockwave spell in JASS right now, and am using Kattana's Local Handle Vars.

With a timer to move a dummy projectile, a method I used often in GUI for such a spell was to group units within range of the projectile every tick of the timer, then add them to an 'already damaged' unit group if they had not yet been damaged. I intended to do the same in JASS, but I couldn't find a way to store a group in the timer. There's no GetHandleGroup function, and although I tried to make one myself based on the others like it, it didn't work. I've tried using a global, but that would make the spell lose MUI.

Is there another system I could use with this functionality, or can Handle Vars support this? How so, if the latter? Help would be very much appreciated.
 

Rheias

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To store group you you use SetHandleHandle, as it is a handle. Copy the following function to get it from the timer.

JASS:
function GetHandleGroup takes handle subject, string name returns group
    return GetStoredInteger(LocalVars(), I2S(H2I(subject)), name)
    return null
endfunction


Should work. Basically the only thing you need to do is to change the name and the returning value.
 

SFilip

Gone but not forgotten
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Just for the record...using Kattana's system for any handle type is a very bad idea. Only use it for integer, real and string values as I2H variations are known to cause problems.
 

Darius34

New Member
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30
To store group you you use SetHandleHandle, as it is a handle. Copy the following function to get it from the timer.

JASS:
function GetHandleGroup takes handle subject, string name returns group
    return GetStoredInteger(LocalVars(), I2S(H2I(subject)), name)
    return null
endfunction


Should work. Basically the only thing you need to do is to change the name and the returning value.
Hmm, I think I tried that before, and it didn't work. Never mind, I'll try it again, thanks.

Just for the record...using Kattana's system for any handle type is a very bad idea. Only use it for integer, real and string values as I2H variations are known to cause problems.
What do you mean? How is that a bad idea?

If you could direct me to another system which works better, that would be greatly appreciated. :) Thanks for replying.
 

Doomhammer

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If you could direct me to another system which works better, that would be greatly appreciated. :) Thanks for replying.

something that works pretty much along the lines of Kattana's Handle Vars, yet offers some more comfort, far more options and probably even a better performance is the CSCache module.

It comes together with the Caster-System. All you'd need then from the sample map is the CSCache trigger, optionally the CSSafety trigger and ideally the documentation, which barely leaves any questions open.

http://www.wc3campaigns.net/forumdisplay.php?f=658

happy attaching ;)
 

Rheias

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> What do you mean? How is that a bad idea?

Using H2I function is not only slow, but unsafe, it can cuase loss of data if used many times.

You can use CSCache or better yet NewGen pack.
 

SFilip

Gone but not forgotten
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H2I is not the problem, I2H variations are. They cause handle stack corruption. Simply put that can mess up everything in your map.
CSCache is vulnerable to these as well, but it has systems that aren't based around it (such as CSData which is a great thing to use along with structs that can be used with the newgen pack).
 
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