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#46 |
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Brahms-fan
Join Date: Jan 2006
Posts: 641
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So... how will this work with queued orders?
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#47 |
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Obscurity, the Art
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It will totally f*ck them up with IssueLastOrder or IssueSecondLastOrder. If you actually want to preserve shift+click orders, you're mad and it's impossible to achieve what this library sets forth to do.
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#48 | ||
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Brahms-fan
Join Date: Jan 2006
Posts: 641
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Quote:
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I'm not even sure why I answer your post. Perhaps because I'm in a bad mode and that makes me picky. In all other senses than preserving queued orders, I really like this script. |
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#49 |
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Lackadaisically Absent.
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Themerion, there are some things that simply can't be done without an extreme amount of effort.
__________________You could write your own library to accomplish that, but I'm sure as hell not going to do it, and neither is Dusk. |
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#50 |
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Obscurity, the Art
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I don't actually think it is even possible to achieve. Because queued orders are queued, there's actually no way to know that they even exist until they are actually issued. By that logic, you cannot recreate the queue in any way, shape, or form, with any relevance to "core game UI-functions."
__________________Last edited by Rising_Dusk : 08-21-2009 at 05:07 AM. |
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#51 | |
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Brahms-fan
Join Date: Jan 2006
Posts: 641
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I thought this was the case (but, hell, sometimes you do stuff which seem impossible, so there's no telling )...So, insignificant as it might be, queued orders are broken by GetLastOrder/GetSecondLastOrder/AbortSpell. In my opinion, code which has side effects should list them in, say: install instructions, documentation, or first post on topic. I consider that to be fair play, and more trustworthy (compare with, say, Chinese/Orwellian media, only reporting the pros: "Everything is going great, nothing bad is happening, and the government is making you happy"). Reporting side effects show that you've tested and put thought into the script. I wouldn't blame you if you chose not to thought (you wouldn't exactly be the only one here not to do so). Last edited by Themerion : 08-21-2009 at 10:05 AM. |
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#52 |
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Obscurity, the Art
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I am fairly certain that all of the systems in the database that interact with orders will break the queued orders. It is an implied flaw because Blizzard made it impossible to fix. I don't think all of them having some scary warning for something that can't be fixed will help anyone.
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#53 |
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Obscurity, the Art
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Really huge update to this script to bring it up to speed with proper coding procedures, add numerous new valuable features, and clean up the API a bit for its uses.
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#54 | |
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got an error message on debug mode:
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#56 |
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well, it just randomly displays in my map, which is has a capacity of 6 vs 6 player controlled heroes, and 2 neutrals (victim and extra) which spawns mobs and are ordered to attack a region.
__________________If the information isn't enough, maybe I'll give you the map if you want, the map isn't that large, I just started off with the triggers and 1 hero. Last edited by Sinnergy : 11-04-2009 at 10:21 PM. |
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#58 |
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a bunch of times, when the map starts, it displays, and when I picked my hero and ordered it to do some stuffs in the field (attacking, moving, using skills), it does display the error, I just observed that it displays mostly when my hero attacks
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#59 |
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Obscurity, the Art
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It means that for some reason it isn't cleaning up structs properly, which is disturbing. I will investigate.
__________________EDIT: I will need your map so I can test for myself in your environment. I will need to import new versions of this to figure out when/if I have solved all issues. Last edited by Rising_Dusk : 11-04-2009 at 11:21 PM. |
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#60 |
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ok uploading the map I'll send the map via pm
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