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Old 08-20-2009, 10:54 AM   #46
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So... how will this work with queued orders?
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Old 08-20-2009, 11:20 AM   #47
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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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Old 08-20-2009, 11:23 PM   #48
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Quote:
It will totally f*ck them up with IssueLastOrder or IssueSecondLastOrder. ...it's impossible to achieve what this library sets forth to do.
Okay.

Quote:
If you actually want to preserve shift+click orders, you're mad...
.. and here's the "hey, it's not my fault this wont work! It's yours!" Would it really be so mad to want to preserve the core game UI-functions?

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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Old 08-21-2009, 02:54 AM   #49
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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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Old 08-21-2009, 05:06 AM   #50
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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."
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Old 08-21-2009, 10:02 AM   #51
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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."

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).
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Old 08-21-2009, 02:20 PM   #52
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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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Old 10-21-2009, 01:55 AM   #53
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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.
  • Full backwards compatibility maintained for those of you already using it.
  • Now adds the PastOrder API which lets you recall up to N (system-constant) past orders for any unit in your map. The old LastOrder and SecondLastOrder APIs both inline directly to PastOrder calls, so don't worry about speed in those cases.
  • Created an order struct that holds all the data of an order. This way you can get GetPastOrder and obtain the data if you would prefer to handle the data on a struct member level.
  • Huge update to the documentation to actually explain what the crap is going on, why anything this library does is useful, and properly explain all of the features and how you should/could use them.
Enjoy!
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Old 11-04-2009, 10:09 AM   #54
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got an error message on debug mode:
Quote:
Attempt to destroy a null struct of type: order
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Old 11-04-2009, 04:59 PM   #55
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What good is a bug report if you don't describe the circumstances leading up to it?
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Old 11-04-2009, 10:19 PM   #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.
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Old 11-04-2009, 10:32 PM   #57
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Does it only display it once or a bunch of times or?
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Old 11-04-2009, 10:43 PM   #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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Old 11-04-2009, 10:54 PM   #59
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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.
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Old 11-04-2009, 11:43 PM   #60
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ok uploading the map I'll send the map via pm
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