new to jass need help please.

Z

zigzagrocket

Guest
k im confused as to how local variables work. Why does this work?

Code:
function MsgTriggeringPlayer takes nothing returns nothing
    set udg_Kills = ( udg_Kills + 1 )
    call DisplayTextToForce( GetForceOfPlayer(GetOwningPlayer(GetKillingUnitBJ())), ( "Your kill count is " + I2S(udg_Kills) ) )
endfunction

yet this does not?

Code:
function MsgTriggeringPlayer takes nothing returns nothing
    local integer killcount
    set killcount = ( killcount + 1 )
    call DisplayTextToForce( GetForceOfPlayer(GetOwningPlayer(GetKillingUnitBJ())), ( "Your kill count is " + I2S(udg_Kills) ) )
endfunction

do locals auto get destroyed after trigger is complete?
 
Chocobo said:
local integer udg_killcount

killcount is considered as UDG (User Defined Global)

That will make a local variable called "udg_killcount".
That would still be destroyed when the trigger ends.
And would not pass its current value to the global of the same name.
 
Oops forget 3rd post I wrong it is JASS Code

PHP:
function MsgTriggeringPlayer takes nothing returns nothing
    local integer killcount
    set killcount = ( killcount + 1 )
    call DisplayTextToForce( GetForceOfPlayer(GetOwningPlayer(GetKillingUnitBJ())), ( "Your kill count is " + I2S(killcount) ) )
endfunction

GetForceOfPlayer(GetOwningPlayer(GetKillingUnitBJ())), ( "Your kill count is " + I2S(udg_----->killcount<-----) ) )
 
That's the point of a local. It exists only for the function is called in. Well actually it exists until it is cleared, but you can only refer to it in that function.
 
Chocobo said:
Oops forget 3rd post I wrong it is JASS Code

PHP:
function MsgTriggeringPlayer takes nothing returns nothing
    local integer killcount
    set killcount = ( killcount + 1 )
    call DisplayTextToForce( GetForceOfPlayer(GetOwningPlayer(GetKillingUnitBJ())), ( "Your kill count is " + I2S(killcount) ) )
endfunction

GetForceOfPlayer(GetOwningPlayer(GetKillingUnitBJ())), ( "Your kill count is " + I2S(udg_----->killcount<-----) ) )

Personally I think kill counts should use Global Vars. with arrays. Even in JASS.

Just use
Code:
function MsgTriggeringPlayer takes nothing returns nothing
    local player killer = GetOwningPlayer(GetKillingUnitBJ())
    set udg_killcount[GetConvertedPlayerId(killer)] = ( udg_killcount[GetConvertedPlayerId(killer)] + 1 )
    call DisplayTextToForce( GetForceOfPlayer(killer), ( "Your kill count is " + I2S(udg_killcount[GetConvertedPlayerId(killer)]) ) )
endfunction

That's how I'd do it there. But I still suck with JASS :p
 
>Personally I think kill counts should use Global Vars. with arrays. Even in JASS.
And that's the only way to do it. Locals aren't a 'magic' thing that will replace globals, it's just another tool for the map maker.
There's times when you should use a local and there's times when you should use a global.

For the sake of discussion, here is my function ^^
Code:
function MsgTriggeringPlayer takes nothing returns nothing
    local player killer = GetOwningPlayer(GetKillingUnit())
    local integer index = GetPlayerId(killer) + 1 // If you are fine with 0 based arrays then remove the '+1'
    set udg_killcount[index] =  udg_killcount[index] + 1 
    call DisplayTextToPlayer( killer, 0, 0, "Your kill count is " + I2S(udg_killcount[index]))
endfunction
 
Does it leak ? I'm not expert at all yet in nulling the functions :)

does a player leak?
 
Daxtreme said:
does a player leak?
You can't create a player anyway, so you don't have to think about that.

About the 'null': That isn't an object leak, it's a pointer leak. IE it's incorrect to say 'unit leak' when it in fact is a pointer to an unit that leaks.
For some reason wc3 fails to reuse a pointer when an object is destroyed if a local that wasn't nulled pointed to that object. However this is only an issue for things that you will destroy and it's not very common to destroy players...

You can null every single local handle variable that you use just so you never forget to null a important one, however there is no use to null things that you never will remove. I usualy null everything but players and gamecaches, even if I know that the object never will be destroyed.
 
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