Spell Burning Hell

GetTriggerUnit-

DogEntrepreneur
Reaction score
129
No, I meant. When I open the map by the site, and press test map, it won't open. I just wanted to make sure we can play it.
 

Komaqtion

You can change this now in User CP.
Reaction score
469
You need to save the map first, and make sure Jasshelper saves also, then it should work :D
 

GetTriggerUnit-

DogEntrepreneur
Reaction score
129
You need to save the map first, and make sure Jasshelper saves also, then it should work :D

What I meant is exaclty that... You should make sure that map can be played without the user having to save/test. I don't have NewGen so I can't play it... :(
 

Komaqtion

You can change this now in User CP.
Reaction score
469
What !!! :S I just tried it myself XD ok will do it again :D

Try this one XD
 

Komaqtion

You can change this now in User CP.
Reaction score
469
It works for me XD Even if i got directly from wc3 and click it there, it workes :S Wierd


Updated:
V 1.23
¤ Updated Key Timers to 1.7.0. :D
¤ Reduced the map size to half, lol.

Still need a new name for the spell :D:D Any suggestions are welcome :thup:

And still:
EDIT: Btw, nobody knows if you can change the name of a spoiler ?? (As asked in another post here in the thread)
 

GetTriggerUnit-

DogEntrepreneur
Reaction score
129
The map finally worked!!!

But :( I found a bug.(Found with spamming the spell.) See by your eyes.


The problem might be a non-Mui thingy when it's time to destroy fire balls.
(The screenie wasn't took while casting but 15 second after. It seems like they would have stayed there all day long.

war32009062207580013.png
 

Komaqtion

You can change this now in User CP.
Reaction score
469
Yeah i just noticed that too, and also sometimes they just keep going a bit more :S Anyone have an idea why this is happening ??? :( (Might it be the EAE library from kingkingyyk3 which is supposed to destroy them ?)

I think i might have figured it out :S I think it's in KT2 :( Because when i change this value:
JASS:
        // Tazo's Instance Maximum is the number of periods you can have
        // which is greater or equal to the Period Threshold. This may be
        // removed completely in later versions.
        private constant integer TAZO_INSTANCEMAX=64


to a higher value it happens less often, and to a low it happens more often :( so Jesus4Lyf might need to get rid of this value as he said in the comments, but i can tru to change it to a very high value and it'll work :D)
 

Komaqtion

You can change this now in User CP.
Reaction score
469
Ok, is it better ? :S
And there is still one issue, sometimes the dummies just keep going, and they seem to have a higher speed than the other,because they get destroyed after the same time, but moves about twice the distance :( Any ideas how to fix it ?
 

kingkingyyk3

Visitor (Welcome to the Jungle, Baby!)
Reaction score
216
Yes, KT2 problem. I changed KT2 to my homemade timer system or TT for testing, both worked well. Since my homemade system does not approve here, so I introduce TT for this spell.

TT is at here :
JASS:
//==============================================================================
//  TT -- TIMER TICKER SYSTEM BY COHADAR -- v4.0
//==============================================================================
//
//  PURPOUSE OF TT:
//       * Passing data to timers
//       * Avoiding direct use of timer handles
//
//  PROS: 
//       * It is easier than using attaching
//       * It is optimized to use only one timer on default high frequency
//       * GetData method is the same for all timer frequencies
//
//  CONS:
//       * You must remember to always return true from your function
//         when you want to stop timer, even if it is of one-shot type.
//         (otherwise it will leak)
//
//  START FUNCTIONS:
//       * TT_Start(userFunc, struct)
//       * TT_StartEx(userFunc, struct, period)
//       * TT_Once(userFunc, struct, timeout)
//       * TT_StartTimerDialog(userFunc, struct, timeout) -> timerdialog
//
//       * userFunc is a user function that takes nothing and returns boolean
//         it will be periodically called by the system until it returns true.
//
//  GET FUNCTIONS:
//       * TT_GetData() -> struct
//       * TT_GetTimerDialog() -> timerdialog
//
//       * These functions can only be called from inside userFunc
//         TT_GetData() will return struct passed to any of the start functions
//         TT_GetTimerDialog() returns timerdialog created by TT_StartTimerDialog
//
//  DETAILS:
//       * On default frequency all user functions are stored in an array.
//         Timer will call all those functions each period.
//
//       * While user function returns false timer will continue to call it each period
//         Once user function returns true it will be removed from system
//
//       * TT is using smart timer preloading and simple hash
//         When colliding timer handle is found that timer is simply discarded
//
//  REQUIREMENTS:
//       * NewGen v4c and above (there might be some problems with older NewGen's)  
//
//  HOW TO IMPORT:
//       * Just create a trigger named TT
//       * convert it to text and replace the whole trigger text with this one
//
//==============================================================================
library TT initializer Init

//==============================================================================
//  Configuration
//==============================================================================
globals
    // List of recommended periods for high-frequency timer:
    // 0.04    = 25 calls per second
    // 0.03125 = 32 calls per second
    // 0.025   = 40 calls per second
    // 0.02    = 50 calls per second
    public constant real PERIOD = 0.03125
    
    // how many low-frequency timers to preload
    // system can safely extend beyond this limit
    private constant integer PRELOAD = 32
endglobals
//==============================================================================
//  End of Configuration
//==============================================================================


//==============================================================================
globals
    // "frames per second" of high-frequency timer
    public constant integer FPS = R2I(1.0/PERIOD)

    // globals for passing data to userFunc
    private integer Data
    private timerdialog timerDialog
    
    // One Timer to rule them all, One Timer to find them,
    // One Timer to call them all and in the jass bind them
    // In the land of warcraft where the desyncs lie.
    private timer   HF_Timer = CreateTimer()
    private integer HF_Counter = 0
    private trigger array HF_Triggz
    private integer array HF_Dataz
    
    // we can safely use dummy hashing here because timers are preloaded
    private constant integer LF_HASH = 8191
    
    private integer array LF_Dataz
    private trigger array LF_Triggz
    private timer array LF_Timerz
    private timerdialog array LF_Dialogz
    
    // recycling
    private integer array LF_Indexz
    private integer LF_Counter = PRELOAD    
endglobals

//==============================================================================
private constant function H2I takes handle h returns integer
    return h
    return 0
endfunction

//==============================================================================
// note how colliding timer handles are discarded
// so TT would work properly even after preload limit break
//==============================================================================
private function NewIndex takes nothing returns integer
    local integer i
    local timer t
        if (LF_Counter==0) then  
        loop
            debug call BJDebugMsg("WARNING: TT reached preloaded timer limit!")
            set t = CreateTimer()
            set i = H2I(t)
            set i = i - (i / LF_HASH) * LF_HASH // dummy modulo hash
            if LF_Timerz<i> == null then
                set LF_Timerz<i> = t
                set LF_Triggz<i> = CreateTrigger()
                return i
            endif
                endloop
        endif  
        set LF_Counter = LF_Counter - 1 
        return LF_Indexz[LF_Counter]
endfunction

//==============================================================================
private function HF_Handler takes nothing returns nothing
    local trigger swap
    local integer i = HF_Counter
    loop
        exitwhen i&lt;=0
        set Data = HF_Dataz<i>
        if TriggerEvaluate(HF_Triggz<i>) then
            set swap = HF_Triggz<i>
            call TriggerClearConditions(swap)
            set HF_Triggz<i> = HF_Triggz[HF_Counter]
            set HF_Triggz[HF_Counter] = swap
            set HF_Dataz<i> = HF_Dataz[HF_Counter]
            set HF_Counter = HF_Counter - 1
        endif
        set i = i - 1
    endloop
    // who can guess why am I not nulling swap here?
endfunction

//==============================================================================
private function LF_Handler takes nothing returns nothing
    local integer i = H2I(GetExpiredTimer())
    set i = i - (i / LF_HASH) * LF_HASH // dummy modulo hash
    set Data = LF_Dataz<i>
    if TriggerEvaluate(LF_Triggz<i>) then
        // recycle the trigger and timer
        call TriggerClearConditions(LF_Triggz<i>)
        call PauseTimer(LF_Timerz<i>)
        set LF_Indexz[LF_Counter] = i
        set LF_Counter = LF_Counter + 1
    endif
endfunction

//==============================================================================
//  Periodic timer that runs on TT_PERIOD
//==============================================================================
public function Start takes code userFunc, integer data returns nothing
    debug if userFunc == null then
    debug    call BJDebugMsg(&quot;ERROR: TT_Start - null userFunc&quot;)
    debug    return
    debug endif

    set HF_Counter = HF_Counter + 1    
    
    if HF_Triggz[HF_Counter] == null then
        set HF_Triggz[HF_Counter] = CreateTrigger()
    endif
    
    set HF_Dataz[HF_Counter] = data
    call TriggerAddCondition(HF_Triggz[HF_Counter], Condition(userFunc))
endfunction

//==============================================================================
//  Periodic timer with custom period
//==============================================================================
public function StartEx takes code userFunc, integer data, real period returns nothing
    local integer i
    debug if userFunc == null then
    debug     call BJDebugMsg(&quot;ERROR: TT_StartEx - null userFunc&quot;)
    debug     return
    debug endif
    set i = NewIndex()
    call TriggerAddCondition(LF_Triggz<i>, Condition(userFunc))
    set LF_Dataz<i> = data
    call TimerStart(LF_Timerz<i>, period, true, function LF_Handler)
endfunction

//==============================================================================
//  One shot timer, remember to return true in userFunc
//==============================================================================
public function Once takes code userFunc, integer data, real timeout returns nothing
    local integer i
    debug if userFunc == null then
    debug     call BJDebugMsg(&quot;ERROR: TT_Once - null userFunc&quot;)
    debug     return
    debug endif
    set i = NewIndex()
    call TriggerAddCondition(LF_Triggz<i>, Condition(userFunc))
    set LF_Dataz<i> = data
    call TimerStart(LF_Timerz<i>, timeout, false, function LF_Handler)
endfunction

//==============================================================================
public function StartTimerDialog takes code userFunc, integer data, real timeout returns timerdialog
    local integer i
    debug if userFunc == null then
    debug     call BJDebugMsg(&quot;ERROR: TT_StartTimerDialog - null userFunc&quot;)
    debug     return null
    debug endif
    set i = NewIndex()
    call TriggerAddCondition(LF_Triggz<i>, Condition(userFunc))
    set LF_Dataz<i> = data
    call TimerStart(LF_Timerz<i>, timeout, false, function LF_Handler)
    set bj_lastCreatedTimerDialog = CreateTimerDialog(LF_Timerz<i>)
    set LF_Dialogz<i> = bj_lastCreatedTimerDialog
    return bj_lastCreatedTimerDialog
endfunction

//==============================================================================
//  Call this function only inside the userFunc
//==============================================================================
public function GetData takes nothing returns integer
    return Data
endfunction

//==============================================================================
//  Call this function only inside the userFunc
//==============================================================================
public function GetTimerDialog takes nothing returns timerdialog
    local integer i = H2I(GetExpiredTimer())
    set i = i - (i / LF_HASH) * LF_HASH // dummy modulo hash
    return LF_Dialogz<i> 
endfunction

//==============================================================================
//  Preload LF timers and start HF timer.
//==============================================================================
private function Init takes nothing returns nothing
    local integer i
    local timer t
    local integer j = 0
    loop
        exitwhen j&gt;=PRELOAD
        set t = CreateTimer()
        set i = H2I(t)
        set i = i - (i / LF_HASH) * LF_HASH // dummy modulo hash        
        if LF_Timerz<i> == null then
            set LF_Timerz<i> = t
            set LF_Triggz<i> = CreateTrigger()
            set LF_Indexz[j] = i
            set j = j + 1
        endif        
    endloop

    call TimerStart(HF_Timer, PERIOD, true, function HF_Handler)  
endfunction

endlibrary

//==============================================================================
//  END OF TIMER TICKER SYSTEM
//==============================================================================
</i></i></i></i></i></i></i></i></i></i></i></i></i></i></i></i></i></i></i></i></i></i></i></i></i></i></i>


Your spell with TT :
JASS:
scope Dummy initializer init
///////////////////////////////////////////////////////////////////////////////////////////////////////////////
//***********************************************************************************************************//
//@@////////////////////////////////////Burning Hell, Made By Komaqtion////////////////////////////////////@@//
//@@                                                                                                       @@//
//@@                                          How to import:                                               @@//
//@@                                                                                                       @@//
//@@        ¤ First copy the ability &quot;Burning Hell&quot; and the unit &quot;Dummy&quot; and change the ID&#039;s in the        @@//
//@@        constants below to the new ones. Then you need to import Vexorian&#039;s dummy.mdx file from        @@//
//@@        this map, or another, and change &quot;Dummy&quot; unit&#039;s model to this one. Then, of course, you        @@//
//@@        need to import the triggers, which are in the categories &quot;The Spell&quot; and                       @@//
//@@        &quot;Required Systems&quot;. Then you&#039;re free to change any of the given global constants to suit       @@//
//@@        your needs.                                                                                    @@//
//@@                                                                                                       @@//
//@@                                           Requirements:                                               @@//
//@@        ¤ This spell, of course !                                                                      @@//
//@@        ¤ Key Timers 2, made by Jesus4Lyf <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite8" alt=":D" title="Big Grin    :D" loading="lazy" data-shortname=":D" />                                                           @@//
//@@        ¤ The library made especially for this spell, EAE, made by kingkingyyk3!!!                     @@//
//@@        ¤ Vexorians, dummy.mdx !                                                                       @@//
//@@                                                                                                       @@//
//@@        ¤ Credits to:                                                                                  @@//
//@@          * Vexorian, for the dummy.mdx file                                                           @@//
//@@          * Jesus4Lyf, for KeyTimers 2                                                                 @@//
//@@          * TriggerHappy187, for TimedHandles (Even if this spell doesn&#039;t use it anymore XD)           @@//
//@@          * Kingkingyyk3, for his wonderfull help on this spell, and for making EAE !                  @@//
//@@                                                                                                       @@//
//@@          so, many thanks to all of the many helpfull people at TheHelper.net who has helped get       @@//
//@@          is spell working! (kingkingyyk3 and WolfieNoCT especially <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite8" alt=":D" title="Big Grin    :D" loading="lazy" data-shortname=":D" />)                                @@//
//@@                                                                                                       @@//
//@@                                                                                                       @@//
//@@        Note: This is my very first fully working, and quite good, spell made completely in JASS.      @@//
//@@        So much feedback, and suggestions are very much welcome, and maybe some tips to make it        @@//
//@@        even better would be nice <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite8" alt=":D" title="Big Grin    :D" loading="lazy" data-shortname=":D" />                                                                   @@//
//@@                                                                                                       @@//
//***********************************************************************************************************//
///////////////////////////////////////////////////////////////////////////////////////////////////////////////
 
globals

    // Effects! Change as you&#039;d like <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite2" alt=";)" title="Wink    ;)" loading="lazy" data-shortname=";)" />\\
    
    private constant string EFFECT_C = &quot;Abilities\\Spells\\Demon\\DarkPortal\\DarkPortalTarget.mdl&quot;                // Effect on the caster!
    private constant string EFFECT_1 = &quot;Abilities\\Spells\\Human\\MarkOfChaos\\MarkOfChaosTarget.mdl&quot;              // Effect 200 range from the caster!
    private constant string EFFECT_2 = &quot;Abilities\\Spells\\Orc\\WarStomp\\WarStompCaster.mdl&quot;                      // Effect at the end!
    private constant string DUMMY_EFFECT = &quot;Abilities\\Weapons\\DemolisherFireMissile\\DemolisherFireMissile.mdl&quot;  // Effect on the moving dummy!
    
    // ID&#039;s! Change to the ID&#039;s on your map <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite8" alt=":D" title="Big Grin    :D" loading="lazy" data-shortname=":D" />\\
    
    private constant integer SPELL_ID = &#039;0000&#039;          // ID of the spell!
    private constant integer DUMMY_ID = &#039;h000&#039;          // ID of the dummy unit!
    private constant integer LOCUST = &#039;Aloc&#039;            // ID of the &quot;Locust&quot; ability! (Might not need changing)
    private constant integer BUFF_ID = &#039;BTLF&#039;           // ID of the expiration buff on the dummy!
    
    // Other constant integers! Change at will <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" />\\
    
    private constant real DAMAGE_FACTOR = 1.
    private constant real RANGE_FACTOR = 15.
    private constant integer ANGLES = 16                   // The number of agles the effects will show at! (360/ANGLES)
    private constant attacktype ATTACK_TYPE = ATTACK_TYPE_NORMAL  // Explains itself i think XD
    private constant damagetype DAMAGE_TYPE = DAMAGE_TYPE_NORMAL  //  Same here <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" />
    private constant real SLIDE_SPEED = 10                 // How much the dummy effect moves each 0.05 seconds!
    
endglobals

globals
        
    // Globals! Simply DON&#039;T CHANGE!\\
    
    private integer TempStructIndex
    private group Temp = CreateGroup()

endglobals
    
private struct Data
    unit array du [ANGLES]
    unit cs
    real array pointx [ANGLES]
    real array pointy [ANGLES]
    boolean b
    player p
    group g
    integer lvl
    
    static method create takes unit u returns Data
        local Data a = Data.allocate()
        set a.cs = u
        set a.b = false
        set a.p = GetOwningPlayer(u)
        set a.g = CreateGroup()
        set a.lvl = GetUnitAbilityLevel(a.cs,SPELL_ID)
        return a
    endmethod
    
endstruct

        // Some more configurables that needed the struct!\\

    // Damage functions!\\

private function Damage_Small takes nothing returns real
    return DAMAGE_FACTOR * 10
endfunction

private function Damage_Medium takes integer lv returns real   
    return 50 + lv * DAMAGE_FACTOR * 50
endfunction

private function Damage_High takes integer lv returns real
    return lv * DAMAGE_FACTOR * 100
endfunction

    // Range functions!\\

private function Range_Small takes nothing returns real
    return RANGE_FACTOR * 5
endfunction

private function Range_Medium takes nothing returns real
    return RANGE_FACTOR * 10
endfunction

private function Range_High takes nothing returns real
    return RANGE_FACTOR * RANGE_FACTOR
endfunction

        // End of Configuration!\\

private function Spell_Check takes nothing returns boolean
    return GetSpellAbilityId() == SPELL_ID
endfunction

private function GroupEm takes nothing returns boolean
    local Data a = TempStructIndex
    return GetWidgetLife(GetFilterUnit()) &gt; 0.405 and IsUnitEnemy(GetFilterUnit(), a.p) and IsUnitType(GetFilterUnit(), UNIT_TYPE_MAGIC_IMMUNE) == false and IsUnitInGroup(GetFilterUnit(),a.g) == false
endfunction

private function Smaller_GroupEm takes nothing returns boolean
    local Data a = TempStructIndex
    return GetWidgetLife(GetFilterUnit()) &gt; 0.405 and IsUnitEnemy(GetFilterUnit(), a.p) and IsUnitType(GetFilterUnit(), UNIT_TYPE_MAGIC_IMMUNE) == false
endfunction

private function Callback takes nothing returns nothing
    local Data a = EAE_GetData()
    local integer i = 1
    local unit temp
    loop
    exitwhen i &gt;=ANGLES
        set a.pointx<i> = GetUnitX(a.du<i>)
        set a.pointy<i> = GetUnitY(a.du<i>)
        call DestroyEffect(AddSpecialEffect(EFFECT_2,a.pointx<i>,a.pointy<i>))
        call GroupEnumUnitsInRange(Temp, a.pointx<i>, a.pointy<i>, Range_High(), Condition(function Smaller_GroupEm))
        loop
            set temp = FirstOfGroup(Temp)
        exitwhen temp == null
            call UnitDamageTarget(a.cs, temp, Damage_High(a.lvl), true, false, ATTACK_TYPE, DAMAGE_TYPE, null)
            call GroupRemoveUnit(Temp,temp)
        endloop
        call RemoveUnit(a.du<i>)
        set i = i+1
    endloop
endfunction

private function Move_Dummy takes nothing returns boolean
    local Data a = TT_GetData()
    local real xd
    local real yd
    local integer i = 1
    local unit temp
    loop
        exitwhen i&gt;=ANGLES
        set xd = GetUnitX(a.du<i>)
        set yd = GetUnitY(a.du<i>)
        set a.pointx<i> = xd+SLIDE_SPEED*Cos(I2R(i*(360/(ANGLES-1)))*bj_DEGTORAD)
        set a.pointy<i> = yd+SLIDE_SPEED*Sin(I2R(i*(360/(ANGLES-1)))*bj_DEGTORAD)
        set TempStructIndex = a
        call GroupEnumUnitsInRange(Temp, a.pointx<i>, a.pointy<i>, Range_Small(), Condition(function Smaller_GroupEm))
        loop
            set temp = FirstOfGroup(Temp)
        exitwhen temp == null
            call UnitDamageTarget(a.cs, temp, Damage_Small(), true, false, ATTACK_TYPE, DAMAGE_TYPE, null)
            call GroupAddUnit(a.g,temp)
            call GroupRemoveUnit(Temp,temp)
        endloop
        call SetUnitX(a.du<i>,a.pointx<i>)
        call SetUnitY(a.du<i>,a.pointy<i>)
        set i = i+1
    endloop
    
    return a.b
endfunction

private function Effects takes nothing returns nothing
    local Data a = Data.create(GetTriggerUnit())
    local real xu = GetUnitX(a.cs)
    local real yu = GetUnitY(a.cs)
    local integer i = 1
    local unit temp
    call DestroyEffect(AddSpecialEffect(EFFECT_C,xu,yu))
    loop
        exitwhen i&gt;=ANGLES
        set a.pointx<i> = xu+200*Cos(I2R(i*(360/(ANGLES-1)))*bj_DEGTORAD)
        set a.pointy<i> = yu+200*Sin(I2R(i*(360/(ANGLES-1)))*bj_DEGTORAD)
        set TempStructIndex = a
        call DestroyEffect(AddSpecialEffect(EFFECT_1, a.pointx<i>, a.pointy<i>))
        call GroupEnumUnitsInRange(Temp, a.pointx<i>, a.pointy<i>,Range_Medium(), Condition(function GroupEm))
        loop
            set temp = FirstOfGroup(Temp)
            exitwhen temp == null
            call UnitDamageTarget(a.cs, temp, Damage_Medium(a.lvl), true, false, ATTACK_TYPE, DAMAGE_TYPE, null)
            call GroupAddUnit(a.g,temp)
            call GroupRemoveUnit(Temp,temp)
        endloop
        set a.du<i> = CreateUnit(a.p,DUMMY_ID,xu,yu,bj_RADTODEG*Atan2(a.pointy<i>-yu,a.pointx<i>-xu))
        call UnitAddAbility(a.du<i>,LOCUST)
        call EAE_Add(AddSpecialEffectTarget(DUMMY_EFFECT,a.du<i>,&quot;origin&quot;),2.5,null,0)
        set i = i+1
    endloop
    call EAE_Add(null, 2.5, function Callback, a)
    call TT_StartEx(function Move_Dummy,a,.05)
    call TriggerSleepAction(2.5)
    set a.b = true
    call GroupClear(a.g)
    call GroupClear(Temp)
    call DestroyGroup(a.g)
    call a.destroy()
endfunction

private function init takes nothing returns nothing
    local trigger t=CreateTrigger()
    call TriggerRegisterAnyUnitEventBJ(t, EVENT_PLAYER_UNIT_SPELL_EFFECT)
    call TriggerAddCondition(t,Condition(function Spell_Check))
    call TriggerAddAction(t,function Effects)
endfunction
endscope
</i></i></i></i></i></i></i></i></i></i></i></i></i></i></i></i></i></i></i></i></i></i></i></i></i></i></i></i></i></i>


Effect After Effect library with TT :
JASS:
library EAE requires TT
    //A library designed for Burning Hell, By Komaqtion
    //by kingking
    //How to use?
    //function EAE_Add takes effect e, real duration, code callback, integer data
    //In order to access the data, Use EAE_GetData() to get the struct index in the callback function.
    
    globals
        private integer ReturnIndex
    endglobals
    
    private struct Data
        effect e
        integer data
        trigger callback
    endstruct
    
    private function Destroy takes nothing returns boolean
        local Data d = TT_GetData()
        if d.e != null then
            call DestroyEffect(d.e)
            set d.e = null
        endif
        if d.callback != null then
            set ReturnIndex = d.data
            call TriggerExecute(d.callback)
            call DestroyTrigger(d.callback)
            set d.callback = null
        endif
        call d.destroy()
        return true
    endfunction
    
    public function GetData takes nothing returns integer
        return ReturnIndex
    endfunction
    
    public function Add takes effect e, real duration, code callback, integer data returns nothing
        local Data d = Data.create()
        
        if e != null then
            set d.e = e
        endif
        
        if callback != null then
            set d.data = data
            set d.callback = CreateTrigger()
            call TriggerAddAction(d.callback, callback)
        endif
        
        if e != null or callback != null then
            call TT_StartEx(function Destroy, d, duration)
        endif
    endfunction
    
endlibrary


It will magically bugless with using TT!
 

Komaqtion

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Isn't 4.1 the latest ??? For 1.23b compatibility :S

And sorry but this issue is still a problem:
And there is still one issue, sometimes the dummies just keep going, and they seem to have a higher speed than the other,because they get destroyed after the same time, but moves about twice the distance :( Any ideas how to fix it ?
 

Komaqtion

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I know :( But it doesn't happen now, after the latest update :D
Though just the thing with them moving faster :( Any ideas ???
 
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