hashtable - locations question

polo2005

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Code:
Actions
    For each (Integer A) from 1 to 2, do (Actions)
        Loop - Actions
            For each (Integer B) from 1 to 3, do (Actions)
                Loop - Actions
                    Set temp_point[3] = (temp_point[2] offset by (100.00 x (Real((Integer B)))) towards 180.00 degrees)
                    Hashtable - Save Handle Oftemp_point[3] as (Integer B) of (Custom value of Location_unit) in mCS_Zone_Points_hashtable[(Integer A)]
                    Custom script:   call RemoveLocation(udg_temp_point[3])
Code:
Actions
    For each (Integer A) from 1 to 2, do (Actions)
        Loop - Actions
            For each (Integer B) from 1 to 3, do (Actions)
                Loop - Actions
                    Set p[0] = (Load (Integer B) of (Custom value of Location_unit) in mCS_Zone_Points_hashtable[(Integer A)])
                    Cinematic - Ping minimap for (All players) at p[0] for 5.00 seconds
                    Custom script:   call RemoveLocation(udg_p[0])

Why doesn't my second trigger load the stored point?

Note: Location_unit is preset unit with custom value 1, same with temp_point[2]
 

jackall

You can change this now in User CP.
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i think its the
Trigger:
  • Custom script: call RemoveLocation(udg_temp_point[3])
in the first trigger
checking it right nao

EDIT:
yep... thats the problem for sure, how do i know?
Trigger:
  • Melee Initialization
    • Events
      • Map initialization
    • Conditions
    • Actions
      • Hashtable - Create a hashtable
      • Set hash = (Last created hashtable)
      • For each (Integer A) from 1 to 5, do (Actions)
        • Loop - Actions
          • Set l = (Random point in (Playable map area))
          • Hashtable - Save Handle Ofl as (Integer A) of 0 in hash

Trigger:
  • Untitled Trigger 001
    • Events
      • Time - Elapsed game time is 2.00 seconds
    • Conditions
    • Actions
      • For each (Integer A) from 1 to 5, do (Actions)
        • Loop - Actions
          • Cinematic - Ping minimap for (All players) at (Load (Integer A) of 0 in hash) for 3.00 seconds, using a Flashy ping of color (50.00%, 0.00%, 50.00%)


at first i removed udg_l from the game right after saving it and it only pinged in the center

without the RemoveLocation its ok


i suggest you save the coordinates of those locations if you really need to remove them
 

NotInTheFace

Member
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Trigger:
  • Set temp_point[3] = something
    • Hashtable - Save Handle Of temp_point[3] as whatever
    • Custom script: call RemoveLocation(udg_temp_point[3])


Yeah, you're creating a point, saving it, then immediately destroying it. It's already long gone by the time you try to use it.
 

polo2005

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i see, i have tot missjudged on how hashtables works, i though it created a copy of the thing you wanted to save that could be recreated at any time via load, but guess i was wrong.

Anyhow how do I save x and y cordinates in GUI? do i have to use custom script?
 

GFreak45

I didnt slap you, i high 5'd your face.
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there is no GUI for x and y coordinates, it is all done through locations
to get a location's x or y use this: [ljass]GetLocationX(location)[/ljass]/[ljass]GetLocationY(location)[/ljass]
 

polo2005

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yeah i figured it would be something liek that, but how exactly would i store this into a hashtable?
 

GFreak45

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save it as a real, that function returns a real, so you can use it like a real variable, ie:
[ljass]call SaveReal(bj_lastCreatedHashtable, 0, 0, GetLocationX(whichLocation))[/ljass]
 

polo2005

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as normal then, but i got to save it twice, one for x and one for y?
 

GFreak45

I didnt slap you, i high 5'd your face.
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yawp but x and y cant leak, whereas an actual location can leak :*(
 

polo2005

Wana start playing LoL? http://tinyurl.com/369as27
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thank you for clearing things up for me guys, and thank you GFreak for a deeper answear =)
hashtables sure isn't my thing^^
 

GFreak45

I didnt slap you, i high 5'd your face.
Reaction score
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hashtables are great, you just need to get used to them, pretty rigid but very dynamic at the same time
 
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