skyblader
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skyblader

You're living only because it's illegal killing., Male, from World Editor Help Forum

Where did reputation go? :/ Jun 8, 2012

skyblader was last seen:
Jan 22, 2014
    1. skyblader
      skyblader
      Where did reputation go? :/
    2. -OverpoweR-
      -OverpoweR-
      Hah ^^ imma try that out right away ;) , thanks a bunch :)
    3. -OverpoweR-
      -OverpoweR-
      It has always killed me when it came to the question "How to make the Dummy Unit Cast [ My Custom Made Spell ] " and i always hesitated to ask, and i was thinking,perhaps you can help me around that? :)
    4. GFreak45
      GFreak45
      im at work, can u post the triggers? along with a list of the variables and variable types?
    5. GFreak45
      GFreak45
      [wc3]Create Castbars
      Events
      Conditions
      Actions
      Set Allocated_Index = RecycleList[0]
      If then else
      If
      Allocated_Index = 0
      Then
      Set ListSize = ListSize + 1
      Set Allocated_Index = ListSize
      Else
      Set RecycleList[0] = RecycleList[Allocated_Index]
      Set RecycleList[Allocated_Index] = 0
      Set Previous[Allocated_Index] = Previous[0]
      Set Next[Allocated_Index] = 0
      Set Next[Previous[0]] = Allocated_Index
      Set Previous[0] = Allocated_Index
      Set ListCount = ListCount + 1
      Set Your variables based on theirs using [Allocated_Index] as the index of your variables
      -------- U can have them run this trigger with certain variables set to correctly link in the information --------[/wc3]
    6. GFreak45
      GFreak45
      lol can you reply on my profile? i dont get notifications for yours, and ill post that in a sec :P
    7. skyblader
      skyblader
      How do we add the unit to the link?
    8. GFreak45
      GFreak45
      [wc3]Example
      Events
      Periodic Event - Every 0.05 seconds
      Condition
      Actions
      Set Temp_Integer[1] = Previous[0]
      For Each Integer A from 1 to ListCount do actions
      Loop - Actions
      If Then Else
      If
      Temp_Integer[1] Does not equal 0
      Then
      Floating Text - Create Floating Text that reads CastBarString at blah blah blah <------------------------------------
      Set TimeLeft[Temp_Integer[1]] = TimeLeft[Temp_Integer[1]] - 0.05
      Else
      Set Temp_Integer[2] = Temp_Integer[1]
      Set Temp_Integer[1] = Previous[Temp_Integer[1]]
      If Then Else
      If
      TimeLeft[Temp_Integer[2]] is less than or equal to 0.0
      Then
      Set Previous[Next[Temp_Integer[2]]] = Previous[Temp_Integer[2]]
      Set Next[Previous[Temp_Integer[2]]] = Next[Temp_Integer[2]]
      Set RecycleList[LastRecycled] = Temp_Integer[2]
      Set LastRecycled = Temp_Integer[2]
      Set ListCount = ListCount - 1
      Else[/wc3]
    9. skyblader
      skyblader
      So..
      CastBar
      Real Variable Array
      Castbar[5] = 5?

      Maybe you could use the linked listings and make a simple system as an example? Like simply creating special effects every second for 5 seconds and removing when a spell is casted? ><
    10. GFreak45
      GFreak45
      well you just go through the list and do actions to whatever is in that index
      ie: Create a castbar based on a real variable that stores the time left, then set that variable equal to itself - the periodic duration
    11. GFreak45
      GFreak45
      you arent making it difficult, i wouldnt be on the helper if i didnt enjoy helping :P
      ok
      so ill do this as a series of events and results:

      Map Initialization
      -ListSize = 0
      -RecycleList[0] = 0

      CastBar Start
      -ListSize = 1
      -RecycleList[0] = 0
      -Next[0] = 1

      CastBar Start Number 2
      -ListSize = 2
      -RecycleList[0] = 0
      -Next[0] = 1, [1] = 2

      CastBar Finish Number 2
      -ListSize = 2
      -RecycleList[0] = 2, [2] = 0
      -Next[0] = 1, [1] = 0

      CastBar Start Number 3
      -ListSize = 2
      -RecycleList[0] = 0
      -Next[0] = 1, [1] = 2, [2] = 0

      CastBar Start Number 4
      -ListSize = 3
      -RecycleList[0] = 0
      -Next[0] = 1, [1] = 2, [2] = 3, [3] = 0

      All Finish in numberical order
      -ListSize = 3
      -RecycleList[0] = 1, [1] = 2, [2] = 3, [3] = 0
      -Next[0] = 0

      So eventhough there have been 4 castbars total, the indexes used were at the highest 3, because only 3 at a time at the most were being used, keeping the index very very low
    12. GFreak45
      GFreak45
      LastRecycled is like another version of Previous[0]
      RecycleList is like another version of Next
      When the list is empty, it will use the next number that has not yet been used, starting with 1
      at the beginning of the game if you start a castbar it will use 1, then if you use another one while that one is still filling up it will use 2, then if 2 finishes before 1 does, it gets added to the recycle list so RecycleList[0] = 2 and RecycleList[2] = 0 and LastRecycled = 2
      then when 1 finishes right after it will be like this: [0] = 2, [2] = 1 and [1] = 0 now and LastRecycled = 1 now
      then u pull from that list until [0] = 0, then u add 3, and rinse and repeat
      that way the most indexes you use at one time will be the most ammount of castbars you have at a single time...

      say you have 5 castbars at one time, then the index gets to 5 max, but until you have 6 at one time it will just keep re-using the 1-5 indexes
    13. GFreak45
      GFreak45
      its a one way linked list that recycles indexes, so you re-use indexes that you used already, RecycleList is a variable array for integers where:
      RecycleList[0] = 5, RecycleList[5] = 20, just like a linked list all the way back to 0, when you finish with an index, you set RecycleList[LastRecycled] = Index and Last recycled = Index, so u just added one to the recycle list, then to get a new index, if RecycleList[0] = 0 then you dont have any indexes to re-use and need to create a new one, then you up the variable ListSize and use that as the new index rather than taking RecycleList[0]
      does that make sense?
    14. GFreak45
      GFreak45
      you add the link like this:
      instead of doing what you normal do (adding the unit to a unit group i think)
      you use the allocate trigger i posted on your thread, which gives you a new index
      then you can do this:
      set next[new_index] = 0
      previous[new_index] = previous[0]
      next[previous[0]] = new_index
      previous[0] = new_index
    15. GFreak45
      GFreak45
      you can use either, just depends on preferences
    16. GFreak45
      GFreak45
      because when looping it is much more efficient to count backwards down to 0, when you go up from 0 to some # it is less efficient, generally this will be in an increasing order in the list so i go from previous[0] down
    17. GFreak45
      GFreak45
      for now ignore the allocation and deallocation triggers i posted in your thread, ill explain those when you have linked lists down
    18. GFreak45
      GFreak45
      you could use it in the loading bar like this:

      [wc3]Periodic Floating Text
      Events
      Periodic Event - Every 0.05 seconds
      Conditions
      Actions
      Set Temp_Integer = Previous[0]
      Loop for each integer A from 1 to ListCount do actions
      Loop - Actions
      Floating Text - Create the floating Text that reads Combined Strings(Subtext(1, Integer(TimeLeft[TempInteger] / TimeMax[TempInteger]), ||||||||||||||||||||||||||||||||||||||||) + Substring((Integer(TimeLeft[TempInteger] / TimeMax[TempInteger]) + 1, 40, ||||||||||||||||||||||||||||||||||||||||) This creates the bar by using substrings rather than combined strings
      Set TimeLeft[Temp_Integer] = TimeLeft[Temp_Integer] - 0.05
      Set Temp_Integer = Previous[Temp_Integer] <--------------------Now Temp_Integer is a different number, so you are doing all of those actions again to a different index[/wc3]

      Where TimeLeft is the time left on the cast, and TimeMax is the maximum time of the cast, see where that would work?
    19. GFreak45
      GFreak45
      no it will actually cause less lag, u just wont be able to have 3 hr long games because after a while the game will start to lag like a mofo, it slowly uses up more and more ram, but wont cause lag until they have like none left
    20. GFreak45
      GFreak45
      Next[0] = 1, Next[1] = 2, Next[2] = 3, and Next[3] = 0 then:
      0 -> 1 -> 2 -> 3 -> 0
      basically it goes in a circle that gets bigger and bigger the more things you add to it, but you can go through all of them almost instantly with the triggers i posted on your system, the only problem with it is that it is not efficient triggers wise and leads to a high trigger count making your map less efficient, in jass you dont have that problem and your trigger count does not go up 1 time in that entire system
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