Jass Script Problem

T

The_Prophet

Guest
ok basically i have this trigger call a function that creates all the spawns and stuff. now line *1* works perfectly fine. Line *2* only works if i make line 1 a comment or i call it using a completly different trigger. Why can't i get line 1 and 2 to work right after each other as listed? I listed below a slim down version of my trigger, just containing all the lines that i though might cuase the problem.

set udg_Counter = udg_Counter + 1
if udg_Counter == 1 or udg_Counter == 3 or udg_Counter == 5 or udg_Counter == 7 then
*1* call Create_Spawn('h005','h008', 'h007', 'u001', "Abilities\\Spells\\Demon\\DarkPortal\\DarkPortalTarget.mdl", Player(13))
*2* call Create_Spawn('h005','h000', 'h002', 'u00E', "Abilities\\Spells\\Undead\\AnimateDead\\AnimateDeadTarget.mdl", Player(14))
endif
if udg_Counter == 8 then
set udg_Counter = 0
endif
 
First, there is no Player(14). If you want the player with id 14, use ConvertedPlayer(14)
 
Persen said:
First, there is no Player(14). If you want the player with id 14, use ConvertedPlayer(14)
Player(14) is Neutral Extra.

Without seeing the code for Create_Spawn, I don't think anyone can help you.
 
My bet is that Create_Spawn either tries to use an unitialized variable, has heavy amount of calls or a division by 0 causing the thread to halt and unable to do the same thing on line 2
 
ok well i've decided just to post the entire trigger. And yea Vexorian its actually called 4 times within that trigger so i wouldnt doubt somthing along that lines is the problem. Everything except the bolded line works.
function Create_Spawn takes integer b, integer u_1, integer u_2, integer u_3, string s, player p returns nothing
local location l
local group base
local unit pickedunit
local integer i = 1
set base = GetUnitsOfPlayerAndTypeId(p, b)
loop
exitwhen CountUnitsInGroup(base) == 0
set pickedunit = FirstOfGroup(base)
set l = GetUnitLoc(pickedunit)
call GroupRemoveUnit(base,pickedunit)
call CreateNUnitsAtLoc( 4, u_1, p, l, 0.0 )
call CreateNUnitsAtLoc( 1, u_2, p, l, 0.0 )
if udg_Counter == 8 then
call CreateNUnitsAtLoc( 1, u_3, p, l, 0.0 )
endif
loop
exitwhen i > 6
call AddSpecialEffectLoc(s, OffsetLocation(l, GetRandomReal(-250.00, 250.00), GetRandomReal(-250.00, 250.00)))
set i = i + 1
endloop
set i = 0
endloop
set pickedunit = null
call DestroyGroup(base)
call RemoveLocation(l)
endfunction

function Trig_Create_Spawn_Actions takes nothing returns nothing
set udg_Counter = udg_Counter + 1
call Create_Spawn('h00C','h008', 'h007', 'u001', "Abilities\\Spells\\Demon\\DarkPortal\\DarkPortalTarget.mdl", Player(13))
call Create_Spawn('h00H','h000', 'h002', 'u00E', "Abilities\\Spells\\Undead\\AnimateDead\\AnimateDeadTarget.mdl", Player(14))
if udg_Counter == 1 or udg_Counter == 3 or udg_Counter == 5 or udg_Counter == 7 then
call Create_Spawn('h005','h008', 'h007', 'u001', "Abilities\\Spells\\Demon\\DarkPortal\\DarkPortalTarget.mdl", Player(13))
call Create_Spawn('h005','h000', 'h002', 'u00E', "Abilities\\Spells\\Undead\\AnimateDead\\AnimateDeadTarget.mdl", Player(14))
endif
if udg_Counter == 8 then
set udg_Counter = 0
endif
endfunction
//===========================================================================
function InitTrig_Create_Spawn takes nothing returns nothing
set gg_trg_Create_Spawn = CreateTrigger( )
call TriggerRegisterTimerEventPeriodic( gg_trg_Create_Spawn, 35.00 )
call TriggerAddAction( gg_trg_Create_Spawn, function Trig_Create_Spawn_Actions )
endfunction
 
Debug Message

Well, I can't say I have an answer for you, but if Line 2 isn't working, you should use inside the function you think isn't working.
Code:
call BJDebugMsg( " Message Here " )
to help locate more precisely where the problem lies. Much easier to find the bug in a line or two than in a whole function ^^
 
ok im sorry but what exactly does the debug message do? Im positive the problem lies in that somthing having to do with line 1 doesnt finish/work properly and cuases a halt to the trigger since disabling line 1 or calling line 2 from another trigger both work perfectly fine.
 
BJDebugMsg

Ah, well, the code:
Code:
call BJDebugMsg(" Message ")
will display Message on the screen, its a simple version of DisplayTextToForce(). Its a handy way of locating where the thread stops. For example, you might want to insert DebugMsgs as below:
Code:
function Create_Spawn takes integer b, integer u_1, integer u_2, integer u_3, string s, player p returns nothing
  local location l
  local group base
  local unit pickedunit
  local integer i = 1
  set base = GetUnitsOfPlayerAndTypeId(p, b)
  loop
    [B]call BJDebugMsg(I2S(CountUnitsInGroup(base))+" units in Group")[/B]
    exitwhen CountUnitsInGroup(base) == 0
    set pickedunit = FirstOfGroup(base)
    set l = GetUnitLoc(pickedunit)
    call GroupRemoveUnit(base,pickedunit)
    call CreateNUnitsAtLoc( 4, u_1, p, l, 0.0 )
    call CreateNUnitsAtLoc( 1, u_2, p, l, 0.0 ) 
    if udg_Counter == 8 then
      call CreateNUnitsAtLoc( 1, u_3, p, l, 0.0 )
    endif
    loop
      exitwhen i > 6
      call AddSpecialEffectLoc(s, OffsetLocation(l, GetRandomReal(-250.00, 250.00), GetRandomReal(-250.00, 250.00)))
      [B]call BJDebugMsg("Effect "+I2S(i)+" created")[/B]
      set i = i + 1
    endloop
    set i = 0
  endloop
  [B]call BJDebugMsg("Function End")[/B]
  set pickedunit = null
  call DestroyGroup(base)
  call RemoveLocation(l)
endfunction
For example, if you only see the "..Units in Group" message once, you know that the loop is only going around once.

As a side note, indentation helps to organize your code, makes it more readable ^^
 
that function is way too heav


For starters you are leaking some special effects, and the location returned by OffSetLocation.

Using OffSetLocation is a clear sign that you shouldn't be using locations at all and just use coordinates.

But the real problem is that you call CountUnitsInGroup everytime, that loops through all the units, you are also looping through all the units already, so you loop is used (n(n+1))/2 times when n is the number of units OWNED by the player and of that type, which is alot.

Code:
function Create_Spawn takes integer b, integer u_1, integer u_2, integer u_3, string s, player p returns nothing
 local location l
 local group base
 local unit pickedunit 
 local integer i = 1
    set base = GetUnitsOfPlayerAndTypeId(p, b)
    loop
        set pickedunit = FirstOfGroup(base)
        exitwhen pickedunit == null
        set l = GetUnitLoc(pickedunit)
        call GroupRemoveUnit(base,pickedunit)
        call CreateNUnitsAtLoc( 4, u_1, p, l, 0.0 ) 
        call CreateNUnitsAtLoc( 1, u_2, p, l, 0.0 ) 
        if udg_Counter == 8 then
            call CreateNUnitsAtLoc( 1, u_3, p, l, 0.0 )
        endif
        loop
            exitwhen i > 6
            call AddSpecialEffect(s, GetLocationX(l)+GetRandomReal(-250.00, 250.00),  GetLocationY(l)+GetRandomReal(-250.00, 250.00) )
            // Is it intentional to do not destroy the fx and do not save it either?
            // Is it supposed to stay in the map all the time?
            set i = i + 1
        endloop
        set i = 0
    endloop
    set pickedunit = null
    call DestroyGroup(base)
    call RemoveLocation(l)
endfunction
 
ok thanks so much vexorian, yea after following your advice, using the exit when pickedunit = null and just getting rid of a few leaks like the special effects and such it seems to work now. Thanks so much :D
 
General chit-chat
Help Users
  • No one is chatting at the moment.
  • Varine Varine:
    Mayo also has vinegar. Vinegar is a very important part of it, it's effectively a delivery method FOR vinegar but hidden
    +1
  • Varine Varine:
    It's a neat ingredient. But yeah it's eggs. But a LOT of people think eggs count as dairy because of the fucking food pyramid the US keeps trying to make a thing
  • Varine Varine:
    I think on the new one they did change it, but idk. I don't really care whatever the government is doing right now because it's consistently absurd. Like what is RFK doing in charge of health anything? I love the bear story because WTF was that, but also, pretty much every time he talks it's WTF. Like even his voice sounds microwaved
    +1
  • Varine Varine:
    The pyramid is fucking dumb as shit, no matter how you arrange it.
  • Varine Varine:
    It's actually remarkably easy to make mayonnaise though. Fun fact, it USED to kind of be a French mother sauce. I believe that Careme considered it one, it may have been aioli but that has also built a different meaning than it used to. An aioli is just mayonnaise I mixed with other shit typically, I didn't start it don't come at me
  • Varine Varine:
    It's very hard to do it on a large scale though
  • Varine Varine:
    Depending on how you pour the oil the consistency can vary wildly, but that's true for most emulsions. I can only make about two quarts at a time with my robo coup, and if I have to make several in series because I forgot to order it becomes really obvious even when I do it. We have to wait and mix them all together to make sure we have the same thing.
  • Varine Varine:
    Hollandaise is also kind of like that, emulsions require a very steady hand to do exactly the same every time.
  • Varine Varine:
    Luckily I live in an age with electricity so it's way fucking faster, but when I was just a boy trying to find my place I had some hardcore chefs that made use do things like that by hand. It is WAY easier to get right by hand because you control it and can feel it, but it takes soooooo much longer. And on the scale a modern kitchen requires... I serve 400-500 guests on average per day right now, if I had 100 then we could do things way better
  • Varine Varine:
    But we can't do that. In the winter yeah, but I HAVE to get people through here right now so I can afford the staff that we CAN do that. We have about 100 days of summer, and if that summer doesn't make us what it will, then I can't operate the other most of the year with my staff. The owner is talking about closing two days a week to cut down on labor, I told him he should cut down on vacations and it did not go great. I do think I won though, I have to keep my fucking core staff and they have to be gainfully employed
  • Varine Varine:
    Sure some of them might take a second job, but I can't just cut my entire staff to unlivable hours, nor can I can cut them off all winter if I want them to come back.
  • Varine Varine:
    And also, there is no fucking way I'm pulling these hours come september. I only do this right now because I have to, the second I don't have to be the one doing it I won't be
  • Varine Varine:
    I have a 5 person core staff in the kitchen, not including me or Chef Ben
  • Varine Varine:
    Though two of those people are likely not making it this year. One of them has been replaced, the other I am kind of trying to. He's being a giant bitch, today I had to get onto him because in the three hours before I left he had taken like thirty minutes for cigarette breaks
  • Varine Varine:
    And he was also complaining to me the other day that he was out of weed so couldn't smoke any before work that day, and was confused about why I was annoyed he was telling me, his boss, that he is smoking weed everyday before work.
    +1
  • Varine Varine:
    Like yeah I can tell. I don't need to fucking know.
  • Varine Varine:
    So now he's getting scrutinized and will not be top of the list. I know I don't have the smartest people but I do expect them to have some common fucking sense
  • Varine Varine:
    I did do a rare thing for me and hire a girl last month without warning. Everyone was made at me because I started her at like 21, but she worked with me before and I was like don't care. She made 19 at her old job and I wanted her to come work with me, she is the best
    +1
  • Varine Varine:
    I'm going to get her a raise at the end of the summer. She wants to go to school again, but I want her to still work with me so.... she kind of can just tell me what the price is. I can go to 25 if she keeps up. I need to get her onto line more, that's what she wants, but I need her where she is and it's not fair that she doesn't get the little bit of raise that comes with it. She can do it no problem, I've worked with her there.
  • Varine Varine:
    It's just hard to move and train people unnecessarily right now. And also the line fucking sucks, it's not any more fun. This is turn and burn so I have the bankroll, and everyone suffers for it
  • Varine Varine:
    Eventually we'll get it balanced, we'
  • Varine Varine:
    we're starting online orders and stuff, but I also turn that off all the time because I barely keep up trying to be the best at Sysco shit
  • Varine Varine:
    I think it's gonna be a good fall and winter though. We're going to have a good staff, they will get along, they will be able to manage the workload and the complications, they know how to really cook this year, like every person on line knows their steak temps. Some of them use thermometers a lot and they don't always use them right, but they do know how to do it. Failure, especially in this field, is the only way to get better. They'll get it
  • Varine Varine:
    They won't get feel down while they do the thermometer, but we didn't have an instant read probe when I was learning. Like they did but god knows how off it is, you HAD to do it by feel. Even if the chef was fine with me bringing my own, it takes too long. Poke and know
  • The Helper The Helper:
    420 threads in the Artificial Intelligence forum :)

      The Helper Discord

      Members online

      No members online now.

      Affiliates

      Hive Workshop NUON Dome World Editor Tutorials
      Top