help with acronyms

kaboo

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yo guys, i started to help people in those forum few days ago and during these days i've seen some acronyms in post (mui, mpi, gui, wpe, ...).
can someone explain what they mean? also if i didn't mention some, post and explain them pls.
thx :p
 

XeNiM666

I lurk for pizza
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MUI - Multi-Unit Instanceability. Meaning any unit can cast it at the same time without bugging.
MPI - Multi-Player Instanceability. Meaning any unit OF DIFFERENT PLAYERS can cast it at the same time without bugging.
GUI - Graphical User Interface. ( ? ) Can't explain it... It's what you see when you create a new trigger and add new events, conditions and actions.
JASS - ( ? ). The text you see when you convert a GUI trigger to text.
vJASS - ( ? ). A more advanced version of JASS. Requires NewGen
NewGen/JNPG - Jass New Generation Pack. An edited version of the World Editor that allows the vJASS syntax. Created by Vexorian ( I think... )

Hmm.. Anything else I missed? Just let me know...
 

XeNiM666

I lurk for pizza
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WPE - Winsock Packet Editor
Winsock Packet Editor (WPE) Pro is a packet sniffing/editing tool which is generally used to hack multiplayer games. WPE Pro allows modification of data at TCP level. Using WPE Pro one can select a running process from the memory and modify the data sent by it before it reaches the destination. It can record packets from specific processes, then analyze the information. You can setup filters to modify the packets or even send them when you want in different intervals. WPE Pro could also be a useful tool for testing thick client applications or web applications which use applets to establish socket connections on non http ports.

As I read this I am REALLY 100% sure that it's not supported here...
 

kaboo

New Member
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yeah and i forget - leak{this trigger leaks} - i know its not acronym but dont wanna start new thread just for this one. from the sentences i think its used on triggers that dont work correctly all the time{=when some conditions are met the trigger wont work}. am i right?
 

Samael88

Evil always finds a way
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GUI is as XeNiM666 said "Graphical User Interface".
It is ususally when you have a graphical user interface of some kind, which means that the panel where you have the map, unit info and abilities on the bottom of wc3 is also a form of GUI.
In WE it ususally reffers to the GUI form of JASS, when you are working in the trigger editor without converting to triggers to text:)

It got a bit messy, but I hope it helps a bit:D

Edit: A trigger leak is when a trigger leaks memory, ususally caused by a handle leak. Such as groups, locations and so on..

Example:
Point variable = Point
Code:
Point = random location in playable map area
//Use Point
Custom text: call RemoveLocation( udg_Point )
And that is how to properly use a point variable with cleaning;)

Edit2: Oh, and a memory leak is when you got something like this:
Code:
Point = random location in playable map area
Point = random location in playable map area
Custom text: call RemoveLocation( udg_Point )
The first location saved at point won't be cleaned. The second set causes Point to point at the new value instead of the old, thus losing track of it in the memory, thus causing a leak.
 

kaboo

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thx, but then why most people here store position of unit into a point and then after some actions they remove the point instead of using the position itself?
(hope you understand what i mean)
 

Samael88

Evil always finds a way
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Beacuse each time that you use something like:

Spawn 1 footman at (random point in playable map area)
The game creates a new point every time.
And if that point is not stored in a value then the game will lose it have it laying around in the memory.

Think of it as a room with socks.

If you just throw around your socks everywhere, then you will come to a point when the whole room is filled with them and you can't move(lag) when you are in the room;)

Thus we do this:

Code:
Point = random location in playable map area
Spawn 1 footman at (Point)
Custom text: call RemoveLocation( udg_Point )

Thus creating the point, storing it in a point variable, then using it with the help of the variable and then removing it;)
 

kaboo

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understood, i though till now that when i use random point in map it creates and deletes the point immediatly, to the custom script:
call RemoveLocation(udg_" -this part is always the same and "point" is name of the variable?
for example if i want to this with a unit variable i will use custom script:
call RemoveUnit(udg_unit)
 

Samael88

Evil always finds a way
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Exactly. You got that pretty quick. There are other ways to remove other types of leaks, but I have not done anything like that in WE for a long time, so I don't remember them. There are a few tutorials on leak removal in the tutorials section, perhaps you should read up a bit there;)
 

Executor

I see you
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57
Well I just want to be sure that you got it right:

It hasn't to be udg_"unit".. "unit" is just the type of the variable:

for ex:

unit udg_hero
unit udg_caster
unit udg_dummy
location udg_pos
location udg_spawn
trigger udg_chatenter
...

you can use whatever you like after the "udg_".. well you add the vars in the GUI dialog I think so you even don't have to mention the "udg_"

If you add an variable to the GUI dialog it's automatically added to the jass script as udg_"yourInput".

All you write in triggers [Events,Conditions,Actions] is directly added to the jass script (nearly always in an unefficient and senseless way :)).
 

kaboo

New Member
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now something strange got my mind,
-to remove those leaks i have to store the position(unit,...) into a variable and then remove it
-that are two more actions needed for everytime i use it
-the question is: wont this make the map loading longer?
 

HydraRancher

Truth begins in lies
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now something strange got my mind,
-to remove those leaks i have to store the position(unit,...) into a variable and then remove it
-that are two more actions needed for everytime i use it
-the question is: wont this make the map loading longer?

Not really, its better than having a laggy map.
 

kaboo

New Member
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is something like this possible to use?
Code:
call RemoveLocation(udg_(Position of (Casting Unit)))
 

Yizzy

New Member
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no, the function call
Code:
(Position of (Casting Unit))
returns a loc, if you don't store the pointer in a variable then it will be lost

btw
udg is an acronym for user-defined-global

as (Position of (Casting Unit)) will be GetUnitLoc(GetSpellAbilityUnit()) in jass

you could do:
..

but that would only create a new loc, and then destory it, without you beeing able to use it, or removing any previous leak..
 
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