Wondering

I

IKilledKEnny

Guest
Hey, I tryed this trigger and it worked 100%.

Code:
Flag Effect Copy
    Events
        Unit - A unit Acquires an item
    Conditions
        Or - Any (Conditions) are true
            Conditions
                Flag (East) 0023 <gen> Equal to (Item being manipulated)
                Flag (West) 0021 <gen> Equal to (Item being manipulated)
    Actions
        Special Effect - Create a special effect attached to the chest of (Triggering unit) using Objects\InventoryItems\BattleStandard\BattleStandard.mdl

But in JASS nothing happened.

Code:
function FlagEffectCon takes nothing returns boolean
if GetManipulatedItem()==gg_item_I001_0023 then
  return true
endif
if GetManipulatedItem()==gg_item_I000_0021 then
  return true
endif
return false
endfunction

function FlagEffectAct takes nothing returns nothing
call AddSpecialEffectTarget("chest", GetTriggerUnit(),"Objects\\InventoryItems\\BattleStandard\\BattleStandard.mdl")
endfunction

//===========================================================================
function InitTrig_Flag_Effect takes nothing returns nothing
set gg_trg_Flag_Effect=CreateTrigger()
call TriggerRegisterAnyUnitEventBJ( gg_trg_Flag_Effect, EVENT_PLAYER_UNIT_PICKUP_ITEM )
call TriggerAddCondition(gg_trg_Flag_Effect,Condition(function FlagEffectCon))
call TriggerAddAction(gg_trg_Flag_Effect,function FlagEffectAct)
endfunction

[Edit: I also tryed GetTriggerWidget() and it didn't work, do I need to use the return bug?]

Also I saw that call TriggerRegisterAnyUnitEventBJ has a BJ so looked up in JASSCraft and I found somthing interesting (to me):

Code:
function TriggerRegisterAnyUnitEventBJ takes trigger trig, playerunitevent whichEvent returns nothing
    local integer index

    set index = 0
    loop
        call TriggerRegisterPlayerUnitEvent(trig, Player(index), whichEvent, null)

        set index = index + 1
        exitwhen index == bj_MAX_PLAYER_SLOTS
    endloop
endfunction

Can anyone explain this? Does it look though all players and then through all there units? If so seems like a slow function.

Code:
call TriggerAddCondition(gg_trg_Flag_Effect,[B]Condition(function FlagEffectCon)[/B])

Does this leaks? I'm not sure I know that boolexprs leak, however as far as I know GUI doesn't fix it and I find it hard to believe that every triggedr in GUI leaks.

Thanks for any answer, I appreciate how helpful you all are, without you, now way I could have ever know about JASS like I do now (which isn't much but still :) )
 

Tom Jones

N/A
Reaction score
437
1. The parameter order is not correct, it should be:
Code:
native AddSpecialEffectTarget takes string modelName, widget targetWidget, string attachPointName returns effect

2. No, it just makes a unit event for all players.

3. Many GUI triggers leaks, believe it or not. If you create a object (handle) and don't destroy it, it'll leak. It's that simple.
 
I

IKilledKEnny

Guest
> The parameter order is not correct

I tryed GetTriggerWidget() as well (posted in Edit)

> No, it just makes a unit event for all players.

Oh just like Unit - A unit owned by Player 1 (Red) Dies in GUI but to all players?

> Many GUI triggers leaks, believe it or not.

So should I understand from that, that the trigger does leaks if I don'y use boolexpr for that?
 

Sim

Forum Administrator
Staff member
Reaction score
534
1. As he said, the parameter order is screwed, not the target widget.

Should be:

Code:
call AddSpecialEffectTarget("Objects\\InventoryItems\\BattleStandard\\BattleStandard.mdl", GetTriggerUnit(),"chest")

2. Yep.

3. Yep.
 
I

IKilledKEnny

Guest
Thanks alot both of you.

2. Would it be noticeably faster if I do the loop instead of calling it with the BJ?

3. Ah, that's bad.... Very bad...
 

Tom Jones

N/A
Reaction score
437
1. When I say the parameter order is wrong, this is what I mean:
Code:
call AddSpecialEffectTarget([B]"Objects\\InventoryItems\\BattleStandard\\BattleStandard.mdl"[/B], GetTriggerUnit(),[B]"chest")[/B]
endfunction
You can use GetTriggerUnit() without problems in that function if you want. Widgets are any object in the game with life, which is units, items, and destructables.

2. Excactly.

3. Yep, but I have no clue if it has any effect on the trigger to destroy the bool expr. I have never done it.
 
I

IKilledKEnny

Guest
3. So should I store it in boolexpr and then destroy it or to simply ignore the fact that it leaks?
 

Tom Jones

N/A
Reaction score
437
Ignore, or test the effect it has for the trigger if you destroy it. If it has no effect, then destroy it.
 

SFilip

Gone but not forgotten
Reaction score
634
> Would it be noticeably faster
Not noticeably, though it might be a good idea, it's always better to avoid BJs.

> Very bad
Not really, you can pretty much ignore this leak if it's in the Init section of some trigger - it will only occur once in there.
However if you're creating a local trigger then you might have something to worry about...
Oh and no, destroying a boolexpr wont affect a condition in which you used it.
 
I

IKilledKEnny

Guest
Thanks SFilip.

> local trigger

Sounds intresting, can't I get a link that explains what this is?
 

Chocobo

White-Flower
Reaction score
409
Thanks SFilip.

> local trigger

Sounds intresting, can't I get a link that explains what this is?

Code:
local trigger trig=CreateTrigger()

with that you can create a trigger, and also link with handle vars whatever you want with.

Like :

Code:
local unit u =GetTriggerUnit()
local trigger trig=CreateTrigger()
call SetHandleUnit(trig,"Triggering Unit",u)
call TriggerAddAction(trig, <whatever func>)

function <whatever func> takes nothing returns nothing
local unit u=GetHandleUnit(GetTriggeringTrigger(),"Triggering Unit")
//do something with
endfunction
 
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