Is there anything in here that could potentially cause a crash?
static method display takes unit subject returns nothing
local object o = .Objects[GetUnitIndex(subject)] // GetUnitIndex() is working fine. Objects is a normal, static struct array.
local string final = ""
loop...
private function Init takes nothing returns nothing
local timer t
set t = CreateTimer()
call BJDebugMsg(I2S(H2I(t)))
call DestroyTimer(t)
set t = CreateTimer()
call BJDebugMsg(I2S(H2I(t)))
endfunction
When I do this, I get two different handle indices...
Movement Instances v1.0
Note: this system is far from done, so it's a little lightweight at the moment - I plan to add lots more functionality in future, including stuff like collisions, parabolic paths, etc. I'm submitting this now because I intend to use the system in a public map, so...
function Trig_Sonic_Wave_Actions takes nothing returns nothing
local unit caster = GetTriggerUnit()
local location targetloc = GetSpellTargetLoc()
local real targetx = GetLocationX(targetloc)
local real targety = GetLocationY(targetloc)
local real casterx = GetUnitX(caster)...
Wait System v1.3
Wait System v1.3
My first actual vJass system. Any suggestions for improvement are appreciated, be they to do with functionality or coding.
Next: I know this system bears some resemblance to Cohadar's TT, but know that I didn't blatantly copy or anything. I started on...
1. Say I want to create a function that takes another function as an argument and executes it.
function A takes string funcname returns nothing
call ExecuteFunc(funcname)
endfunction
function B takes code funcname returns nothing
local trigger t = CreateTrigger()
call...
I trigger spells quite a bit, and most of the time I base them off Channel. I noticed something weird: sometimes, units don't play their full cast animations when casting Channel-based spells. The animation gets interrupted halfway. Questions are, why does this happen, and anything be done about...
1. Can handles and non-handles be attached to handles without the usage of a struct to reference them collectively (say, if you only have one variable to attach to a periodic timer)? Is there a difference between attaching a variable directly and attaching a struct instead with a reference to...
Under what circumstances exactly do lightning effects cause crashes? Destroying them twice over, referencing them after destroyed/nulled, etc.?
This would help me a lot with debugging this extra-large trigger I'm working on (at least, it would give me some direction). Thanks.
So I just began learning vJass today, about a couple of hours ago. All I had before today was Handle Vars knowledge, for the record.
For practice, I was trying to convert this Game-Cache-heavy set of functions (just the projectile one in particular, the others are included because they're...
Okay. I started using the NewGen WE quite a while ago (mostly just for TESH functions - not into vJass just yet), and only just recently did this problem with map-testing surface. For some reason, when I save maps with the NewGen WE, tab into WC and play them, WC always loads this same, weirdly...
I'm having this really weird problem with a trigger. I've debugged extensively and yet I can't find a solution.
For some reason, the execution of a particular bit of code in that trigger stops at one point. Stops, just like that. I'm using a local trigger with a periodic event, and after that...
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...
I've heard that item abilities react differently on units as opposed to heroes. What are some of these differences, and are there workarounds? How can a non-hero unit gain, for instance, the additional movement speed from Boots of Speed?
Transport spaces. Say I want to limit the number of units...
Finally, I got down to making my map into a multiplayer one and I got stuck.
Here's my problem. When editing forces, I added a total of 10 players into 2 forces, meaning 5 to each. I checked the 'fixed teams' checkboxes for every one. When I started the map over a LAN connection with a...
I checked the forum rules and didn't find any specific one that banned the discussion of this topic. Is it allowed? I want to open a protected map for learning purposes.
If it isn't, well, I'm sorry. You guys can close the topic, mods. If it is allowed, I'll edit this post (or bump) with my...
function Trig_Spirit_Call_Conditions takes nothing returns boolean
return GetSpellAbilityId() == 'A003'
endfunction
function SpiritCallEnd takes nothing returns nothing
local trigger t = GetTriggeringTrigger()
local unit caster = GetHandleUnit(t,"caster")
local unit...
Here are a few random questions I always wondered about, but never placed into any particular topic.
1) Suppose a unit gets damage under the Unit Takes Damage event, and as soon as that happens, a subsequent action heals the unit by GetEventDamage() via life manipulation. Will this reduce...
OKay, for those of you who don't know, Split Shot is an ability from DotA which reduces your attack damage by 25% but allows you to attack 3 targets instead of 1.
I was planning to make something like this, so I referred to the open DotA to find out how. Split Shot is based off Defend, which...
Is it possible to do this? The unit should not be able to see his own units. I tried Visibility - Create an initially Enabled visibility modifier for (Owner of (Triggering unit)) emitting Black mask from (Position of (Triggering unit)) to a radius of 300.00. Didn't work. Would use upgrades, but...