Perfect IsUnitAlive

GoGo-Boy

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So do you think it is speed-wise better to use UnitAlive() instead of GetWidgetLife()>=4.05?
 

Komaqtion

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I just did some minor testing on this, and it doesn't seem to work :(

This actually fatals, but I've discovered that it's the "out-commented" lines which causes it:

JASS:
library TestNatives initializer Init

    private function Actions takes nothing returns boolean
        call DisplayText( 0, "Hellu !" )
        
        if UnitAlive( gg_unit_Hpal_0003 ) then
            call DisplayText( 0, "He's breathing !" )
        endif
        
        /*if UnitInvis( gg_unit_Hpal_0003 ) != true then
            call DisplayText( 0, "I can see him !" )
        endif*/
        
        call DisplayText( 0, I2S( GetHeroId() ) )
        
        call DisplayTextI( 0, "Huh !", 123 )
        
        return false
    endfunction
        

    private function Init takes nothing returns nothing
        local trigger t = CreateTrigger()
        
        call TriggerRegisterTimerEvent( t, 0.00, false )
        
        call TriggerAddCondition( t, Condition( function Actions ) )
        
    endfunction
    
endlibrary


But as I said, this doesn't display anything, or isn't that what "DisplayText" is supposed to do ? :S

(I'll now try it with "DisplayTextToPlayer" instead ;))
 

Azlier

Old World Ghost
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UnitInvis crashes and burns. For some reason. The DisplayText things don't work at all. Like I said, only a handful work.

>So do you think it is speed-wise better to use UnitAlive() instead of GetWidgetLife()>=4.05?

Possibly. I think that it draws upon some internal boolean that Warcraft 3 itself uses to know that units are dead. That would make it faster.
 

Komaqtion

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I've also discovered that this crashes:
JASS:


And:
JASS:
call DisplayTextToPlayer( Player( 0 ), 0.0, 0.0, I2S( GetUnitCount( 'hpea' ) ) )


;)

And also, and this is quite useful I'd believe, this will give you the last built structure of a player (Though, don't know if it'll desync :S But wouldn't think so ;)):
JASS:
    private function GetLastStructure takes player p returns unit
        local unit u
    
        if GetLocalPlayer() == p then
            set u = GetBuilding( p )
        endif
        
        return u
    endfunction


Try it out ! :D
 

Azlier

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Are you sure that that won't desync if used online in combination with something else?

That also leaks a unit handle id. :p

GetPlayerUnitCountOfTypeOrWhatever works fine, and I found a perfect use for it, since it doesn't count dead units.
 

Komaqtion

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Are you sure that that won't desync if used online in combination with something else?

Nah, but why would it ? :S
It's not like it'll change anything right ? :S

But please, if someone wants to test it then tell me :D

JASS:
That also leaks a unit handle id. <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite7" alt=":p" title="Stick Out Tongue    :p" loading="lazy" data-shortname=":p" />


Yeah yeah... XD
Can't be helped :p (Right ? :S)

JASS:
GetPlayerUnitCountOfTypeOrWhatever works fine, and I found a perfect use for it, since it doesn&#039;t count dead units.


Yeah, I meant GetUnitType will crash, not GetPlayeRUnitTypeCount (As it's called :p) :D
 

quraji

zap
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Nah, but why would it ? :S
It's not like it'll change anything right ? :S

If u is null for everyone but one player, then you kill u, what do you think will happen :p
Desync... I guess you could use it with select unit or something.

Also, GetUnitXCost crash when you use them on heroes, I found that out when I wrote my CWAL thingy.
 

Azlier

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>Also, GetUnitXCost crash when you use them on heroes

Yes, I know. Forgot to mention that.

Probably has to do with how heroes cost more the higher the tier you get them in.
 

Komaqtion

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If u is null for everyone but one player, then you kill u, what do you think will happen :p
Desync... I guess you could use it with select unit or something.

Well, might there be a way to prevent it ? :S
 

Jesus4Lyf

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And also, and this is quite useful I'd believe, this will give you the last built structure of a player (Though, don't know if it'll desync :S But wouldn't think so ;)):
Komaqtion, 100% chance that will desynch (on the condition it works at all).
You are returning a different value to each player.
 

Azlier

Old World Ghost
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Yeah. Don't use that native. There's a better way by using the events Blizzard gave us in common.j. :p
 

LearningCode

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Is this a momentous event for JASS coding? xD

"The discovery of new natives found in the ancient, forgotten civilisation that is the Common.ai"
 

Jesus4Lyf

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Is this a momentous event for JASS coding? xD

"The discovery of new natives found in the ancient, forgotten civilisation that is the Common.ai"
XD
Well, Azlier and the crazies like Nestharus and I have known about Common.ai natives for some time, but this is like... really useful. Simply because we had a discussion about how nothing works.
PS. Does this detect a unit with 5 health and no dead status as dead, if it is?
 

Azlier

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In the first post, I already stated that this detects dead units with increased health (AKA, above 1) health as dead.
 

Jesus4Lyf

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PS. Does this detect a unit with 5 health and no dead status as dead, if it is?
That's why I had to ask.
JASS:
function SchrodingersCat takes nothing returns unit
    local unit u=CreateUnit(Player(15),&#039;hfoo&#039;,0,0,0)
    call SetWidgetLife(u,0)
    call SetWidgetLife(u,9001)
    call UnitRemoveType(u,UNIT_TYPE_DEAD)
    return u
endfunction
function Test takes nothing returns nothing
    if UnitAlive(SchrodingersCat()) then
        call BJDebugMsg(&quot;Alive&quot;)
    else
        call BJDebugMsg(&quot;Dead&quot;)
    endif
endfunction

What's it return?
Edit:
And what's this return?
JASS:
function HiddenDragon takes nothing returns unit
    local unit u=CreateUnit(Player(15),&#039;hpea&#039;,0,0,0)
    call ShowUnit(u,false)
    return u
endfunction
function Test takes nothing returns nothing
    if UnitAlive(HiddenDragon()) then
        call BJDebugMsg(&quot;Alive&quot;)
    else
        call BJDebugMsg(&quot;Dead&quot;)
    endif
endfunction
 
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