You're kidding me right?>
That's all I have to change?
So what's all the fuss about? Jass NEWGEN pack would be a problem to compile with I suppose, since i'm using structs?
What about getting stuff that was saved to gamecache?
Works the same?
function SetReal takes string table,string...
Excuse me but I'm REALLY confused here.
If I use tables with the return bug, what exactly do I have to change in order for the map to work on the new version?
function H2I takes handle h returns integer
return h
return 0
endfunction
function TableData takes handle h returns string...
This is a map i'm making similar to the Counter-Strike gameplay style, with spells from diablo 3 and NOX if anyone ever played it.
jHt56dl8LcI
http://gamingcraft.net for the map's thread for more info.
What is Magic & Steel?
Long ago, warriors and wizards fought the Keeper of the Underworld...
I made my own function for it, since whenever I use it the first time (which happens to be a random hero pick), the first unit is always chosen so the first unit is not random at all.
Feel free to use this instead, its much more random even for a first time:
function GroupRandomUnitPick...
Code folding reduced the freeze time by maybe 25%, its still inconvenient, especially when you work with the very big trigger alot. Also, lets say you get that lag, everytime you move to another trigger and move back to it again, it will lag again, its not like its inside the memory and it'll...
Noone gets any big lag when browsing big functions? and i mean BIG triggers with alot of functions in them. I have 1 trigger that consists of all my base functions, it gives me a shitload of lag when it reads it, until my pc is actually frozen, and i have a pretty fast pc. doesnt happen with...
Nevermind, I found the problem
It wasnt in NewTimer()
It seems that comparing timers to timers sometimes returns the wrong timer
for example
loop
exitwhen i>x or GetExpiredTimer()==Timers[i]
set i=i+1
endloop
This can return 0 or the wrong timer, so it seems.
When I used...
I use d.destroy
MeteoritesStructs[i] is eventually 0, yes, after a loop at the end of the trigger.
it happens initially, and not after the 2nd or 3rd usage of the spell.
obviously it has nothing to do with structs, since the spell works perfectly fine when i use CreateTimer() :/
its not supposed to be inside the loop
the debug message is inside a timer expire function
i start multiple one time timers of 2.5 seconds
and then i search for the corresponding timer using the loop
then i display the number of timer.
works flawlessly when i use CreateTimer()
I doubt there is a problem with this system as many people use it, but i found an odd problem with it. Here are my base functions for it:
function NewTimer takes nothing returns timer
if (TIMERS_N==0) then
return CreateTimer()
endif
set TIMERS_N = TIMERS_N - 1
return...