The WORLD EDIT MYTHS Thread!

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  • Yes, very much so, im learning so much!

    Votes: 4 23.5%
  • Its pretty good, but it should have more.

    Votes: 9 52.9%
  • This is a waste of space.

    Votes: 4 23.5%

  • Total voters
    17

BRUTAL

I'm working
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im not sure if this was answered already, but about the passive spells in a spellbok, you said something like your not completely sure
well they do, or atleast barrage does.
 

Seannny

Why GUI when you can Jass?
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Adding waits into a spell's Trigger will make it NOT MUI
Your description of what's going wrong here is... really bad. The reason adding waits breaks MUI is because people assume globals will not change their value over the wait, but they can [eg. if the trigger runs again it overwrites the globals].

No, im afriad your wrong, the description is not bad. The description is easy to see. As the above poster (2 posts up) said... This thread is aimed mainly towards new-ish mapmakers, or those who just want explanations for things. My explanation or anyone elses who commented on it is completely correct, its just simplified for other users to understand. First of all most Mapmakers dont even know what a Global or a Local truly is, so its best to stay away from that terminology... and what you said, is basically what i said... variables in gui cannot hold multiple instances of themselves, therefor they ar overwritten...

Globals make everything non-MUI.
You need the word 'array' somewhere in the description here. MUI in GUI can always be done with arrays.

Always is stretching it but yeah this comment is true.. The reason i left it out is becuase its somewhat obvious... You can make anything easily MPI or MUI in gui... however it will take you lots and lots of triggers. Theres always a way to do something, but sometimes its just so laborious that its noted that in just cant be done.. because its so filled with flaws and just so long.


Waits are consistent.
"VERY VERY RANDOM". No. Just no. Waits will simply vary within their accuracy (which is ~ a quarter of a second). Timers have a much higher accuracy, but also vary within it.

Its very random. Very Very Random is a bit over exaggerated but its true. The wait time accuracy sucks in WE... and half of a second means all the difference in say spells... If you want all the ice to explode at the same time without causing lag, you make it a .01 time difference and the lag is gone.. But viewing it ingame it looks like its a .3-.5 difference in time.. and it doesnt look as good.

the old wives' tale. the minimum wait is 0.27 seconds
I don't know if it's exactly .27 seconds, but going lower than the minimum doesn't gain you anything.

Actually you can go below .27 and the reason it doesnt gain you anything is....well because of what is stated above =P... Becuase wait time accuracy Sucks and is fairly random.


Read the bold mate =P

Edit: and thanks Brutal but it indeed has been mentioned =P
 

vypur85

Hibernate
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803
This is because the trigger cannot hold multiple instances of itself. So essentially every time the trigger runs, it overwrites itself, whether the previous run was finished or not.

What mainly ruins MUI are Waits

I still think this is untrue. (I might have misunderstood your explanation though).

Code:
Event
 A unit starts the effect of an ability
Condition
 (Ability being cast) Equal to Something
Actions
 Wait 5 seconds
 Special effect - Create Warstomp effect attached on (Triggering unit)

The above trigger is definitely MUI. If you cast 5 times, 5 seconds later, the effect will appear 5 times.


Global variables dont instantly take away the MUI! infact Globals can make plenty things MUI, it is just a little bit more work
Did you meant GUI-MUI method using the unit's custom value? If so, it cannot be considered MUI. But yeah, making a spell MUI in GUI is generally harder/confusing than JASS. Also, locals do not necessarily make a trigger MUI. So there are some myths here and there :p.
 

Seannny

Why GUI when you can Jass?
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Yeah i ment pretty much any method of making something MUI...

in say an rpg theres always the way of making a trigger for every player that turns on for them if they choose that hero, which is just totally more than you really want... Theres the custom value way.. but like you said that isnt really MUI..

And maybe i should change what i say about Waits, i believe i said somewhere that in MOST cases it ruins MUI, but i know there are some exceptions, but waits deffinetly can ruin an MUI spell.

However the spell you posted, if you actually test it, bugs out sometimes. and it only will cast 2 or 3 times. maybe the full 5 and ive had things like that actually not cast at all... So it really gets iffy.

Essentially my point is a flawless, always working MUI spell will have little to no waits, especially if the event is not wait friendly with MUI
 

vypur85

Hibernate
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However the spell you posted, if you actually test it, bugs out sometimes. and it only will cast 2 or 3 times. maybe the full 5 and ive had things like that actually not cast at all... So it really gets iffy.

Hmmm... Impossible. It should work o_O. You should know about a typical revive trigger, I presume? It works the same way too. Same concept. Triggering unit is MUI. It doesn't bug...

Code:
Event
 A unit dies
Condition
 (Triggering unit) is a Hero Equal to False
Actions
 Wait 3 seconds
 Unit - Create 1 (Unit-type of (Triggering unit)) at somewhere facing somewhere...
 

Cheddar

This is the way it was meant to be.
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126
How about the infamous "Leaks cause cancer"?

Oh, on a serious note... uh...

I don't know if it's true, but some people have said you can make the maximum movement speed 800 through gameplay constants, I thought it was 522 in every game.
 

Romek

Super Moderator
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How about the infamous "Leaks cause cancer"?

Oh, on a serious note... uh...

I don't know if it's true, but some people have said you can make the maximum movement speed 800 through gameplay constants, I thought it was 522 in every game.

That's a good one.
Many people think movement speed can go higher than 522 using triggers, items or changing the gameplay constants.
It can't.

The only way you can make a unit move faster than 522 is using slides.

Myth: Waits are consistant.

Results:They are not, they are actually very, VERY random.

They're not very, very random at all.
They all seemed to be about 0.2 second's off. This only seems like a massive amount when you want it to wait < 1 second.
If you're waiting 10 seconds, and you get 10.191, it really doesn't make much difference.
Although, if you're doing a slide every 0.01 seconds, and it runs 5 times a second, then you've got trouble.
 

Seannny

Why GUI when you can Jass?
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46
On the waits topic, i have changed the results to the myth to be a bit more fitting.

Thanks Romek and others for more conformation on that. It has been fixed =)

As for the 522 move speed one, thats really good. Ill add it as we speak.
 

Romek

Super Moderator
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but it removes the ability to see a walk animation.
Sliding doesn't remove animations.
It does if you set a unit's position to a location.

If you use SetUnitX and SetUnitY, the animation is preserved.
 

Seannny

Why GUI when you can Jass?
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46
Bump!

Researching new myths currently, 3 of them actually... Should have results and update sometime today! Could always use your idea too though! =D
 

Romek

Super Moderator
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964
Myth: Jass is the solution to world hunger (I don't remember who said this, it was said when someone was thinking that Jass could do EVERYTHING)

Results: No.. It's much less limited than GUI, but a lot of things it can do can be done in GUI.
 
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