local variables in GUI

Genyuumaru

New Member
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15
Well it works (with a little bit of custom script).

Now I don't need Jass, because I only started to learn it to use the local variables.

Discuss what do you think about it ^^

Edit: I call it - GUJass
 

Flare

Stops copies me!
Reaction score
662
They aren't very useful to be honest (are you talking about locals in normal usage, or localised globals?)
  • Only 1 localised global per type (I think) is allowed per trigger
  • Can't be used in Unit/Player Group loops or If/Then/Else conditions, which makes their use extremely limited
  • In the case of locals in normal usage, you have to know some JASS to use them which means you're gonna end up using JASS rather than GUI (even though that is probably a good thing, depending on how you look at it) :p
 

cleeezzz

The Undead Ranger.
Reaction score
268
if it works for you, go ahead.

(although custom scripts look ugly =/ )

experience with this could eventually let you automatically learn jass, so you could start with a mix and then move on.
 

Genyuumaru

New Member
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Localised globals - wtf?

custom script: local location point1

That's what I mean.

Well, y - you can't use it everywhere. Wait... YOU CAN xD To use it in iffs just use If/Then/Else multiple. To use it in groups - declare locals before you start the actions and use it as you normaly do -_-
 

Flare

Stops copies me!
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662
I meant this
Code:
Actions
    Custom script:   local unit u = CreateUnit ('hfoo', Player (0), 0, 0, bj_UNIT_FACING)
    Unit Group - Pick every unit in (Units in (Playable map area)) and do (Actions)
        Loop - Actions
            -------- Try using u here :P --------

As the comment says, try using u there :p

In normal GUI if's? Hell no - GUI if conditions are done in a separate function, AND you can't insert custom script for the condition itself
Code:
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
    If - Conditions
        0 Equal to 0
    Then - Actions
    Else - Actions
Becomes
JASS:
function Trig_Melee_Initialization_Func001C takes nothing returns boolean
    if ( not ( 0 == 0 ) ) then
        return false
    endif
    return true
endfunction

function Trig_Melee_Initialization_Actions takes nothing returns nothing
    if ( Trig_Melee_Initialization_Func001C() ) then

    else

    endif
endfunction

So any locals declaring in your actions can't be used for GUI if conditions

You don't seem to understand how locals actually work, do you?
 

Genyuumaru

New Member
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15
I meant this
Code:
Actions
    Custom script:   local unit u = CreateUnit ('hfoo', Player (0), 0, 0, bj_UNIT_FACING)
    Unit Group - Pick every unit in (Units in (Playable map area)) and do (Actions)
        Loop - Actions
            -------- Try using u here :P --------

As the comment says, try using u there :p

Code:
Actions
    Unit Group - Pick every unit in (Units in (Playable map area)) and do (Actions)
        Loop - Actions
        Custom script:   local unit u = CreateUnit ('hfoo', Player (0), 0, 0, bj_UNIT_FACING)
            -------- How about this? :P --------
 

AceHart

Your Friendly Neighborhood Admin
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1,495
> Wait... YOU CAN

Well, try it out...
Remember, locals only exist inside the function that declares them.

Additionally, locals can only be declared at the beginning, not somewhere in the middle...


Pseudo-locals are evil incarnate.
Plenty of people thought they would solve world hunger or better with them :p
 

Flare

Stops copies me!
Reaction score
662
You're not really seeing my point Genyuumaru
Code:
Actions
    -------- Delayed spell, using waits and locals to make this MUI :P --------
    Custom script:   local unit t = GetSpellTargetUnit ()
    Custom script:   call TriggerSleepAction (5.)
    Unit Group - Pick every unit in SomeRandomGroup and do (Actions)
        Loop - Actions
            Custom script:   call UnitDamageTarget (GetEnumUnit (), t, 5, true, false, ATTACK_TYPE_HERO, DAMAGE_TYPE_NORMAL, WEAPON_TYPE_WHOKNOWS)
If you wanted something like that (can't really think of a better example right now), your trigger won't work =D

Code:
Actions
    Unit Group - Pick every unit in (Units in (Playable map area)) and do (Actions)
        Loop - Actions
        Custom script:   local unit u = CreateUnit ('hfoo', Player (0), 0, 0, bj_UNIT_FACING)
            -------- How about this? :P --------
But I don't want to create a unit everytime the unit group loop runs, I only want to create one
 

Genyuumaru

New Member
Reaction score
15
The actions of a "Pick Units in Unit Group and do (multiple actions)" are all done in a different function, y. But that's it. You can do as I did in my previous post. Declare a local there :) It will actualy be the beggining of a function!

To transfer a local into a set of Unit Group actions you can use a global variable (and use 1 variable for all transfers like that).
 

Genyuumaru

New Member
Reaction score
15
I meant this
Code:
Actions
    Custom script:   local unit u = CreateUnit ('hfoo', Player (0), 0, 0, bj_UNIT_FACING)
    Unit Group - Pick every unit in (Units in (Playable map area)) and do (Actions)
        Loop - Actions
            -------- Try using u here :P --------

As the comment says, try using u there :p

In normal GUI if's? Hell no - GUI if conditions are done in a separate function, AND you can't insert custom script for the condition itself
Code:
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
    If - Conditions
        0 Equal to 0
    Then - Actions
    Else - Actions
Becomes
JASS:
function Trig_Melee_Initialization_Func001C takes nothing returns boolean
    if ( not ( 0 == 0 ) ) then
        return false
    endif
    return true
endfunction

function Trig_Melee_Initialization_Actions takes nothing returns nothing
    if ( Trig_Melee_Initialization_Func001C() ) then

    else

    endif
endfunction

So any locals declaring in your actions can't be used for GUI if conditions

You don't seem to understand how locals actually work, do you?

Hmmm

Code:
custom script: local location asd
Some random actions
custom script:  if ( not ( 0 == 0 ) ) then
Some random actions with "asd"
custom script: endif

heh :)

And for the units again - use a global variable like:

Code:
Actions
    -------- Delayed spell, using waits and locals to make this MUI :P --------
    Custom script:   local unit t = GetSpellTargetUnit ()
    Custom script:   call TriggerSleepAction (5.) // Wait 5 seconds???
    Custom script:   set udg_TEMP_VARIABLE_FOR_ALL_UNITS = t
    Unit Group - Pick every unit in SomeRandomGroup and do (Actions)
        Loop - Actions
            Custom Script: local unit t = udg_TEMP_VARIABLE_FOR_ALL_UNITS
            Custom script:   call UnitDamageTarget (GetEnumUnit (), t, 5, true, false, ATTACK_TYPE_HERO, DAMAGE_TYPE_NORMAL, WEAPON_TYPE_WHOKNOWS)

Everything is possible xD
 

Artificial

Without Intelligence
Reaction score
326
Now that makes me wonder why the hell you want to use GUI, as you're doing everything in there with Jass anyway...
The fact that you can declare local with custom script actions shouldn't mean you should give up learning/using Jass.
 

Viikuna

No Marlo no game.
Reaction score
265
GUI sucks, because you cant see when some action is executed in different function. You cant even make your own functions in GUI, so I dont really see why would you use locals in GUI. Global arrays might be better.

( I dont really know how GUI people code their things, so I might be wrong )
 

Genyuumaru

New Member
Reaction score
15
One simple answer: Jass has too many things to rememeber. GUI does not. That's it ^^

I believe even Jass coders often forget some functions and have to create a GUI trigger with it and convert it to custom text.

GUI takes me less time = I use it -_-
 

Flare

Stops copies me!
Reaction score
662
Jass has too many things to rememeber
Get NewGen and look up the fuction list when/if you forget something - you'll remember the functions anyway after a while

I did say GUI if's :p

Code:
    Unit Group - Pick every unit in SomeRandomGroup and do (Actions)
        Loop - Actions
[B]            Custom Script: local unit t = udg_TEMP_VARIABLE_FOR_ALL_UNIT[/B]S
Ahm.. what's the point in doing that? It's not helping in any way :D

GUI takes me less time = I use it
You can navigate that annoying action list faster than you can type? :eek:
 

Viikuna

No Marlo no game.
Reaction score
265
I see no difference beetween searching some GUI actions from that GUI action list, than searching some function from function list.

And there is autocomplete and I remember most of those functions I have used even without it.
 

duyen

New Member
Reaction score
214
I just make spells in GUI, convert them to JASS and convert the globals with locals.

Then null the locals.

Works fine for me.
 
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