GUI handle Id problem

Jedi

New Member
Reaction score
63
This is the first time I used hashtables in GUI, can someone tell me what is wrong with this skill?(target type: unit or point)
Trigger:
  • Sprout I Know it leaks nvm, leakless one looks odd.
    • Events
      • Unit - A unit Starts the effect of an ability
    • Conditions
      • (Ability being cast) Equal to Sprout
    • Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Target unit of ability being cast) Equal to No unit
        • Then - Actions
          • Set SproutTargetPoint[(Key (Triggering unit))] = (Target point of ability being cast)
        • Else - Actions
          • Set SproutTargetPoint[(Key (Triggering unit))] = (Position of (Target unit of ability being cast))
      • Visibility - Create an initially Enabled visibility modifier for (Triggering player) emitting Visibility from SproutTargetPoint[(Key (Triggering unit))] to a radius of 512.00
      • Set SproutVisibility[(Key (Triggering unit))] = (Last created visibility modifier)
      • -------- --------
      • -------- Trees --------
      • -------- --------
      • Destructible - Create a Summer Tree Wall at (SproutTargetPoint[(Key (Triggering unit))] offset by 180.00 towards 45.00 degrees) facing 0.00 with scale 1.00 and variation 0
      • Set SproutTree1[(Key (Triggering unit))] = (Last created destructible)
      • -------- --------
      • Destructible - Create a Summer Tree Wall at (SproutTargetPoint[(Key (Triggering unit))] offset by 180.00 towards 90.00 degrees) facing 0.00 with scale 1.00 and variation 0
      • Set SproutTree2[(Key (Triggering unit))] = (Last created destructible)
      • -------- --------
      • Destructible - Create a Summer Tree Wall at (SproutTargetPoint[(Key (Triggering unit))] offset by 180.00 towards 135.00 degrees) facing 0.00 with scale 1.00 and variation 0
      • Set SproutTree3[(Key (Triggering unit))] = (Last created destructible)
      • -------- --------
      • Destructible - Create a Summer Tree Wall at (SproutTargetPoint[(Key (Triggering unit))] offset by 180.00 towards 180.00 degrees) facing 0.00 with scale 1.00 and variation 0
      • Set SproutTree4[(Key (Triggering unit))] = (Last created destructible)
      • -------- --------
      • Destructible - Create a Summer Tree Wall at (SproutTargetPoint[(Key (Triggering unit))] offset by 180.00 towards 225.00 degrees) facing 0.00 with scale 1.00 and variation 0
      • Set SproutTree5[(Key (Triggering unit))] = (Last created destructible)
      • -------- --------
      • Destructible - Create a Summer Tree Wall at (SproutTargetPoint[(Key (Triggering unit))] offset by 180.00 towards 270.00 degrees) facing 0.00 with scale 1.00 and variation 0
      • Set SproutTree6[(Key (Triggering unit))] = (Last created destructible)
      • -------- --------
      • Destructible - Create a Summer Tree Wall at (SproutTargetPoint[(Key (Triggering unit))] offset by 180.00 towards 315.00 degrees) facing 0.00 with scale 1.00 and variation 0
      • Set SproutTree7[(Key (Triggering unit))] = (Last created destructible)
      • -------- --------
      • Destructible - Create a Summer Tree Wall at (SproutTargetPoint[(Key (Triggering unit))] offset by 180.00 towards 360.00 degrees) facing 0.00 with scale 1.00 and variation 0
      • Set SproutTree8[(Key (Triggering unit))] = (Last created destructible)
      • -------- --------
      • -------- --------
      • -------- --------
      • Wait (2.25 + (0.75 x (Real((Level of Sprout for (Triggering unit)))))) game-time seconds
      • Destructible - Remove SproutTree1[(Key (Triggering unit))]
      • Destructible - Remove SproutTree2[(Key (Triggering unit))]
      • Destructible - Remove SproutTree3[(Key (Triggering unit))]
      • Destructible - Remove SproutTree4[(Key (Triggering unit))]
      • Destructible - Remove SproutTree5[(Key (Triggering unit))]
      • Destructible - Remove SproutTree6[(Key (Triggering unit))]
      • Destructible - Remove SproutTree7[(Key (Triggering unit))]
      • Destructible - Remove SproutTree8[(Key (Triggering unit))]
      • Custom script: call RemoveLocation(udg_SproutTargetPoint[GetHandleId(GetTriggerUnit())])
      • Visibility - Destroy SproutVisibility[(Key (Triggering unit))]


This is what I am trying to do:

 

hgkjfhfdsj

Active Member
Reaction score
55
handleids are usually greater than 8192 (array size limit)
indexing systems such as AIDS are more suitable than key handle, if you want to use these as indexes
 
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