IKilledKEnny's JASS Question Theard, I love to give +REP :)

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AceHart

Your Friendly Neighborhood Admin
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> How bad would the leak be?

Nothing to worry about.

First, because it would, at most, be one leak (or, rather, a couple but all related), and, second, it's not even a leak.
You're not losing any information.
 
I

IKilledKEnny

Guest
Thanks so much AceHArt again I dun't know what I would have done without you. :p

Next question:

Is there any easier way to get unit's mana value then this call?

GetUnitStateSwap(UNIT_STATE_MANA,GetTriggerUnit())
 

emjlr3

Change can be a good thing
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Code:
function GetUnitStateSwap takes unitstate whichState, unit whichUnit returns real
    return GetUnitState(whichUnit, whichState)
endfunction

JASSCraft helps....
 
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IKilledKEnny

Guest
Thanks, I tryed removing swap but I didn't switch between unit's and state's position.
 
I

IKilledKEnny

Guest
Yet anotuer question:

How can I get spell's target loc X and Y without creating a new location?

For example: GetUnitX(unit)

But I looked in JASSCraft and I couldn't find

GetSpellTargetLocX

or anything like that
 

Arkan

Nobody rides for free
Reaction score
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Don't think that's possible, correct me if I'm wrong.

Code:
local real x=GetLocationX(GetSpellTargetLoc())
local real y=GetLocationY(GetSpellTargetLoc())
call RemoveLocation(GetSpellTargetLoc())
 
I

IKilledKEnny

Guest
Yet another question. How do I get this order:

Code:
Set L = (L offset by 256.00 towards (Facing of (Triggering unit)) degrees)

With Coordinates?
 
I

IKilledKEnny

Guest
You rock Ace (may I call you Ace? :p)

Can you just tell for what eqautin / function does con and sin stands?

I mean how are they call in real life mathematics?
 

Andrewgosu

The Silent Pandaren Helper
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Triangle.jpg


The sine of an angle is the ratio of the length of the opposite side to the length of the hypotenuse.

sign: sin (angle)

The cosine of an angle is the ratio of the length of the adjacent side to the length of the hypotenuse.

sign: cos (angle)

The tangent of an angle is the ratio of the length of the opposite side to the length of the adjacent side.

sign: tan (angle)

I wont go in the matter of explaining the rest 3 trigonometric functions, cotangent, secant and cosecant.

TriangleSins.jpg
 
I

IKilledKEnny

Guest
Why doesn't this trigger work? It is enable but won't remove the units

Code:
function DestroyCirclesGConditions takes nothing returns boolean
if GetPlayerSlotState(GetFilterPlayer())!=PLAYER_SLOT_STATE_PLAYING then
return true
endif
return false
endfunction

function DestroyCirclesAct takes nothing returns nothing
local group g=CreateGroup()
local boolexpr b=Condition(function DestroyCirclesGConditions)
local unit u
call GroupEnumUnitsInRect(g,GetWorldBounds(),b)
loop
  set u=FirstOfGroup(g)
  exitwhen u==null
  call RemoveUnit(u)
endloop
call DestroyGroup(g)
call DestroyBoolExpr(b)
set u=null
set b=null
set g=null
endfunction

//===========================================================================
function InitTrig_Destroy_Circles takes nothing returns nothing
set gg_trg_Destroy_Circles = CreateTrigger()
call TriggerRegisterTimerEventSingle(gg_trg_Destroy_Circles,1.00)
call TriggerAddAction(gg_trg_Destroy_Circles,function DestroyCirclesAct)
endfunction

It supposes to remove all units that their player is not in the game. Also I would like to make the triggers with 2 events, how would I do that?
 

Doom-Angel

Jass User (Just started using NewGen)
Reaction score
167
1. u are using unit group so try
Code:
if GetPlayerSlotState(GetOwningPlayer(GetFilterPlayer()))!=PLAYER_SLOT_STATE_PLAYING then
that should works better

2. simply register them at the bottom like the 1st event
 
I

IKilledKEnny

Guest
Ah yes, I was working with forces just before working with this trigger so it got in the way in my mind. :rolleyes: However this is a little lag problem, anyone knows why?
 

Doom-Angel

Jass User (Just started using NewGen)
Reaction score
167
mabye use ForGroup?
Code:
call ForGroup (g,function Actions)

function Actions takes nothing returns nothing
   call RemoveUnit(GetEnumUnit())
endfunction
try it see if it reduces ur lags.
 

AceHart

Your Friendly Neighborhood Admin
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> mabye use ForGroup?

Actually, ForGroup is prefered to "FirstOfGroup".

ForGroup also does the looping automatically. Whereas FoG also sorta expects you to remove the unit from the group...
 
I

IKilledKEnny

Guest
Code:
function DestroyCirclesGAtions takes nothing returns nothing
call RemoveUnit(GetEnumUnit())
endfunction

function DestroyCirclesGConditions takes nothing returns boolean
if GetPlayerSlotState(GetOwningPlayer(GetFilterUnit()))!=PLAYER_SLOT_STATE_PLAYING then
return true
endif
return false
endfunction

function DestroyCirclesAct takes nothing returns nothing
local boolexpr b=Condition(function DestroyCirclesGConditions)
local group g=GroupEnumUnitsInRect(g,GetWorldBounds(),b)
ForGrouo(g,DestroyCirclesGAtions())
call DestroyGroup(g)
call DestroyBoolExpr(b)
set u=null
set b=null
set g=null
endfunction

//===========================================================================
function InitTrig_Destroy_Circles takes nothing returns nothing
set gg_trg_Destroy_Circles = CreateTrigger()
call TriggerRegisterTimerEventSingle(gg_trg_Destroy_Circles,1.00)
call TriggerAddAction(gg_trg_Destroy_Circles,function DestroyCirclesAct)
endfunction

This disables my trigger (why by the way?) but if the trigger wasn't disabled, would it leak less then the previous trigger?
 

AceHart

Your Friendly Neighborhood Admin
Reaction score
1,494
> ForGrouo(g,DestroyCirclesGAtions())

call ForGroup(g, function DestroyCirclesGAtions)


What's a "gation"?
Your condition could also be simplified, by simply returning the required result from the test.
 
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