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Old 05-10-2011, 05:29 AM   #1
Chomtana
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Default WEInfinity

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Worldedit for 1.24e or newest

Script for use in map:

WEInfinity.j (0.02)

This version: Beta 2

In this version it don't have all function in WEInfinity.j sorry i will make it in new version

Changelog:
Beta 2:
Remove more worldedit limit see UnitMetalData.slk:

WEInfinity.j (0.03) changelog:


fix bug: Function KillUnitInRect return bug (in 0.02 it will kill only 1 unit)
Attached Images
File Type: jpg WEInfinity.JPG (18.1 KB, 143 views)
Attached Files
File Type: zip WEInfinity.zip (1.67 MB, 49 views)
File Type: w3x Example trigger.w3x (95.5 KB, 31 views)
File Type: zip WEInfinity.j 0.03.zip (2.0 KB, 17 views)

Last edited by Chomtana : 05-22-2011 at 09:39 AM.
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Old 05-10-2011, 11:15 AM   #2
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Please include an explaination of what it does. How does it compare to Jass NewGen Pack? How does it compare to World Editor? Do maps running these kind of edits function properly on battle.net?
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Old 05-10-2011, 11:35 AM   #3
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The jassnewgenpack can't open some trigger data that make by game patch: 1.24e (by normal worldedit)

but mpqdraft can't hack jassnewgenpack sorry.
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Old 05-10-2011, 02:55 PM   #4
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While Jass NewGen Pack does not function properly with current GUI and also has some quite obscure bugs, I don't fault its other good features like being a great framework for writing vJass and it's therefore still a viable alternative.

I still have absolutely no idea what you've written as I have difficulties opening a .zip file with a two-line description.
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Old 05-10-2011, 03:51 PM   #5
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Took a short look in the WEInfinity.j file. There are some things you could improve.
Let's take a look @ GetRandomPlayer. (Beside the fact that i will always be Player(0))

Collapse JASS:
function GetRandomPlayer takes nothing returns player
    local integer MaxI = 0
    local integer i = GetRandomInt (0,MaxI)
    local player p1 = Player (0)
    local player p2 = Player (1)
    local player p3 = Player (2)
    local player p4 = Player (3)
    local player p5 = Player (4)
    local player p6 = Player (5)
    local player p7 = Player (6)
    local player p8 = Player (7)
    local player p9 = Player (8)
    local player p10 = Player (9)
    local player p11 = Player (10)
    local player p12 = Player (11)
    
    //setup it
    if ( not ( GetPlayerSlotState(Player(0)) == PLAYER_SLOT_STATE_PLAYING ) ) then
        set MaxI = 0
    elseif ( not ( GetPlayerSlotState(Player(1)) == PLAYER_SLOT_STATE_PLAYING ) ) then
        set MaxI = 1
    elseif ( not ( GetPlayerSlotState(Player(2)) == PLAYER_SLOT_STATE_PLAYING ) ) then
        set MaxI = 2
    elseif ( not ( GetPlayerSlotState(Player(3)) == PLAYER_SLOT_STATE_PLAYING ) ) then
        set MaxI = 3
    elseif ( not ( GetPlayerSlotState(Player(4)) == PLAYER_SLOT_STATE_PLAYING ) ) then
        set MaxI = 4
    elseif ( not ( GetPlayerSlotState(Player(5)) == PLAYER_SLOT_STATE_PLAYING ) ) then
        set MaxI = 5
    elseif ( not ( GetPlayerSlotState(Player(6)) == PLAYER_SLOT_STATE_PLAYING ) ) then
        set MaxI = 6
    elseif ( not ( GetPlayerSlotState(Player(7)) == PLAYER_SLOT_STATE_PLAYING ) ) then
        set MaxI = 7
    elseif ( not ( GetPlayerSlotState(Player(8)) == PLAYER_SLOT_STATE_PLAYING ) ) then
        set MaxI = 8
    elseif ( not ( GetPlayerSlotState(Player(9)) == PLAYER_SLOT_STATE_PLAYING ) ) then
        set MaxI = 9
    elseif ( not ( GetPlayerSlotState(Player(10)) == PLAYER_SLOT_STATE_PLAYING ) ) then
        set MaxI = 10
    elseif ( not ( GetPlayerSlotState(Player(11)) == PLAYER_SLOT_STATE_PLAYING ) ) then
        set MaxI = 11
    endif
    
    //get player
    if (i == 0 ) then
        return p1
    elseif (i == 1) then
        return p2
    elseif (i == 2) then
        return p3
    elseif (i == 3) then
        return p4
    elseif (i == 4) then
        return p5
    elseif (i == 5) then
        return p6
    elseif (i == 6) then
        return p7
    elseif (i == 7) then
        return p8
    elseif (i == 8) then
        return p9
    elseif (i == 9) then
        return p10
    elseif (i == 10) then
        return p11
    elseif (i == 11) then
        return p12
    endif
    
    return null
endfunction
Could be rewritten into (no editor at the hand atm, may contain some syntax errors)
Collapse JASS:
function GetRandomPlayer takes nothing returns player
    local integer i = GetRandomInt (0,11)
    local integer tmp_i = i
    local integer abort_counter = 11 //Just to provide a 100% abort condition, not really required though
    loop
        exitwhen(GetPlayerSlotState(Player(i)) == PLAYER_SLOT_STATE_PLAYING)
        exitwhen abort_counter <= 0
        loop
            set i = GetRandomInt(0,11)
            exitwhen(tmp_i != i)
        endloop
        set tmp_i = i
        set abort_counter = abort_counter - 1
    endloop
    if(abort_counter<0)then
        return null
    endif
    return Player(i)
endfunction
Furthermore i don't see any real use for any function declared in the WEInfinity.j file. However that's just my oppionion, i can not actually say if these functions are useful to others or not.
---Edit---
Anitarf's function is better than mine, no idea what i did smoke yesterday...
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Old 05-10-2011, 04:39 PM   #6
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Okay, just so this GetRandomPlayer nonsense does not remain unaddressed, the examples given above are not very sensible.
Collapse JASS:
function GetRandomPlayer takes nothing returns player
    local integer i = 0
    local integer j = 0
    local integer array p

    loop
         exitwhen i>11
         if GetPlayerSlotState(Player(i)) == PLAYER_SLOT_STATE_PLAYING then
             set p[j]=i
             set j=j+1
         endif
         set i=i+1
    endloop

    if j==0 then // Is this even possible?
        return null
    endif
    return Player(p[GetRandomInt(0,j-1)])
endfunction

This is of course a bit off topic, but it is the only thing posted so far that I could really give a response to, as the first post still lacks any kind of description of what this is all about.
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Old 05-11-2011, 10:05 AM   #7
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Quoting the WEInfinite.j file because it has to be done for lack of a description:

Collapse JASS:
//WEInfinity made by chomtana
//Version: 0.1
//////////////////////////////////////////////

//don't copy this line
globals
    // Chomtana variable
    unit udg_chvar_LastEnterUnit = null
    unit udg_chvar_LastLeaveUnit = null
    unit udg_chvar_LastCreateUnit = null
    unit udg_chvar_LastDieUnit = null
    unit udg_chvar_TriggerUnit = null
    
    // TD variable
    rect udg_chtd_StartPoint = null
    rect array udg_chtd_Way
    rect udg_chtd_EndPoint = null
    
    //Cheat API
    trigger udg_chcheat_MoneyRegen = null
    integer udg_chcheat_MoneyRegenI = 0
    player udg_chcheat_MoneyRegenP = null
    playerstate udg_chcheat_MoneyRegenPS = null
    real udg_chcheat_MoneyRegenKT = 0.00
endglobals
//don't copy this line

//Copy next line to map custom script
function RemoveResource takes integer delta, player whichPlayer, playerstate whichPlayerState returns nothing
    call AdjustPlayerStateSimpleBJ(whichPlayer, whichPlayerState, 0-delta)
    //Example for call RemoveMoney
    //call RemoveMoney ( 120, Player (0), PLAYER_STATE_RESOURCE_GOLD )
    //this will remove your 120 gold
endfunction

function AdvanceAddHeroStat takes unit whichHero,integer whichStat,integer MoreStat returns nothing
    if ( whichStat == bj_HEROSTAT_STR ) then
    call SetHeroStr(whichHero, GetHeroStr(whichHero, true)+MoreStat, true )
    elseif ( whichStat == bj_HEROSTAT_AGI ) then
    call SetHeroAgi(whichHero, GetHeroAgi(whichHero, true)+MoreStat, true )
    elseif ( whichStat == bj_HEROSTAT_INT ) then
    call SetHeroInt(whichHero, GetHeroInt(whichHero, true)+MoreStat, true )
    else
    endif
endfunction

function RemoveUnitHP takes unit whichUnit,integer hpYouWantRemove returns nothing
    call SetUnitLifeBJ( whichUnit, GetUnitStateSwap(UNIT_STATE_LIFE, whichUnit) - hpYouWantRemove )
endfunction

function RemoveUnitMana takes unit whichUnit,integer ManaYouWantRemove returns nothing
    call SetUnitManaBJ( whichUnit, GetUnitStateSwap(UNIT_STATE_LIFE, whichUnit) - ManaYouWantRemove )
endfunction

function AddUnitHP takes unit whichUnit,integer hpYouWantAdd returns nothing
    call SetUnitLifeBJ( whichUnit, GetUnitStateSwap(UNIT_STATE_LIFE, whichUnit) + hpYouWantAdd )
endfunction

function AddUnitMana takes unit whichUnit,integer ManaYouWantAdd returns nothing
    call SetUnitManaBJ( whichUnit, GetUnitStateSwap(UNIT_STATE_LIFE, whichUnit) + ManaYouWantAdd )
endfunction

function KillUnitInRect takes rect whichrect returns nothing
    call KillUnit ( GroupPickRandomUnit( GetUnitsInRectAll ( whichrect ) ) )
endfunction

function SendMassageWithColor takes string color,string massage,force traget returns nothing
    if ( color == "no color" ) then
    call DisplayTextToForce ( traget, massage )
    else
    call DisplayTextToForce ( traget, "|c"+color+massage+"|r" )
    endif
endfunction

function SetChvar_LastCreateUnit takes nothing returns nothing
    set udg_chvar_LastCreateUnit = GetLastCreatedUnit ()
endfunction

function SetChvar_LastDieUnit takes nothing returns nothing
    set udg_chvar_LastDieUnit = GetDyingUnit ()
endfunction

function SetChvar_LastEnterUnit takes nothing returns nothing
    set udg_chvar_LastEnterUnit = GetEnteringUnit ()
endfunction

function SetChvar_LastLeaveUnit takes nothing returns nothing
    set udg_chvar_LastLeaveUnit = GetLeavingUnit ()
endfunction


function SetChvar_TriggerUnit takes nothing returns nothing
    set udg_chvar_TriggerUnit = GetTriggerUnit ()
endfunction

function TD_SetStartPoint takes rect whichrect returns nothing
    set udg_chtd_StartPoint = whichrect
endfunction

function TD_SetWay takes integer whichindex,rect whichrect returns nothing
    set udg_chtd_Way [whichindex] = whichrect
endfunction

function TD_SetEndPoint takes rect whichrect returns nothing
    set udg_chtd_EndPoint = whichrect
endfunction

//Cheat API
function UnlimitMoney takes player whichplayer,playerstate whichplayerstate returns nothing
    call SetPlayerState ( whichplayer, whichplayerstate, 1000000 )
endfunction

function RegenMoneyTrigger takes nothing returns nothing
    call AdjustPlayerStateBJ ( udg_chcheat_MoneyRegenI, udg_chcheat_MoneyRegenP, udg_chcheat_MoneyRegenPS )
    call TriggerSleepAction ( udg_chcheat_MoneyRegenKT )
    call TriggerExecute ( udg_chcheat_MoneyRegen )
endfunction

function RegenMoneyIni takes nothing returns nothing
    set udg_chcheat_MoneyRegen = CreateTrigger ()
    call DisableTrigger ( udg_chcheat_MoneyRegen )
    call TriggerAddAction ( udg_chcheat_MoneyRegen, function RegenMoneyTrigger )
endfunction

function RegenMoney takes integer moneypersec,playerstate whichplayerstate,real kwamti,player whichplayer returns nothing
    call EnableTrigger ( udg_chcheat_MoneyRegen )
    set udg_chcheat_MoneyRegenI = moneypersec
    set udg_chcheat_MoneyRegenP = whichplayer
    set udg_chcheat_MoneyRegenPS = whichplayerstate
    set udg_chcheat_MoneyRegenKT = kwamti
    call TriggerExecute ( udg_chcheat_MoneyRegen )
endfunction
//end cheat API
function ColorText takes string color,string massage returns string
    if ( color == "no color" ) then
    return massage
    else
    return "|c"+color+massage+"|r"
    endif
endfunction

function MakeNormalString takes string a returns string
    return a
endfunction

function GetColorCode takes string a returns string
    if ( a == "no color" ) then
    return null
    else
    return a
    endif
endfunction

function GetRandomPlayer takes nothing returns player
    local integer MaxI = 0
    local integer i = GetRandomInt (0,MaxI)
    local player p1 = Player (0)
    local player p2 = Player (1)
    local player p3 = Player (2)
    local player p4 = Player (3)
    local player p5 = Player (4)
    local player p6 = Player (5)
    local player p7 = Player (6)
    local player p8 = Player (7)
    local player p9 = Player (8)
    local player p10 = Player (9)
    local player p11 = Player (10)
    local player p12 = Player (11)
    
    //setup it
    if ( not ( GetPlayerSlotState(Player(0)) == PLAYER_SLOT_STATE_PLAYING ) ) then
        set MaxI = 0
    elseif ( not ( GetPlayerSlotState(Player(1)) == PLAYER_SLOT_STATE_PLAYING ) ) then
        set MaxI = 1
    elseif ( not ( GetPlayerSlotState(Player(2)) == PLAYER_SLOT_STATE_PLAYING ) ) then
        set MaxI = 2
    elseif ( not ( GetPlayerSlotState(Player(3)) == PLAYER_SLOT_STATE_PLAYING ) ) then
        set MaxI = 3
    elseif ( not ( GetPlayerSlotState(Player(4)) == PLAYER_SLOT_STATE_PLAYING ) ) then
        set MaxI = 4
    elseif ( not ( GetPlayerSlotState(Player(5)) == PLAYER_SLOT_STATE_PLAYING ) ) then
        set MaxI = 5
    elseif ( not ( GetPlayerSlotState(Player(6)) == PLAYER_SLOT_STATE_PLAYING ) ) then
        set MaxI = 6
    elseif ( not ( GetPlayerSlotState(Player(7)) == PLAYER_SLOT_STATE_PLAYING ) ) then
        set MaxI = 7
    elseif ( not ( GetPlayerSlotState(Player(8)) == PLAYER_SLOT_STATE_PLAYING ) ) then
        set MaxI = 8
    elseif ( not ( GetPlayerSlotState(Player(9)) == PLAYER_SLOT_STATE_PLAYING ) ) then
        set MaxI = 9
    elseif ( not ( GetPlayerSlotState(Player(10)) == PLAYER_SLOT_STATE_PLAYING ) ) then
        set MaxI = 10
    elseif ( not ( GetPlayerSlotState(Player(11)) == PLAYER_SLOT_STATE_PLAYING ) ) then
        set MaxI = 11
    endif
    
    //get player
    if (i == 0 ) then
        return p1
    elseif (i == 1) then
        return p2
    elseif (i == 2) then
        return p3
    elseif (i == 3) then
        return p4
    elseif (i == 4) then
        return p5
    elseif (i == 5) then
        return p6
    elseif (i == 6) then
        return p7
    elseif (i == 7) then
        return p8
    elseif (i == 8) then
        return p9
    elseif (i == 9) then
        return p10
    elseif (i == 10) then
        return p11
    elseif (i == 11) then
        return p12
    endif
    
    return null
endfunction

function GetRandomPlayerInPG takes nothing returns force
    local integer MaxI = 0
    local integer i = GetRandomInt (0,MaxI)
    local force p1 = bj_FORCE_PLAYER[0]
    local force p2 = bj_FORCE_PLAYER[1]
    local force p3 = bj_FORCE_PLAYER[2]
    local force p4 = bj_FORCE_PLAYER[3]
    local force p5 = bj_FORCE_PLAYER[4]
    local force p6 = bj_FORCE_PLAYER[5]
    local force p7 = bj_FORCE_PLAYER[6]
    local force p8 = bj_FORCE_PLAYER[7]
    local force p9 = bj_FORCE_PLAYER[8]
    local force p10 = bj_FORCE_PLAYER[9]
    local force p11 = bj_FORCE_PLAYER[10]
    local force p12 = bj_FORCE_PLAYER[11]
    
    //setup it
    if ( not ( GetPlayerSlotState(Player(0)) == PLAYER_SLOT_STATE_PLAYING ) ) then
        set MaxI = 0
    elseif ( not ( GetPlayerSlotState(Player(1)) == PLAYER_SLOT_STATE_PLAYING ) ) then
        set MaxI = 1
    elseif ( not ( GetPlayerSlotState(Player(2)) == PLAYER_SLOT_STATE_PLAYING ) ) then
        set MaxI = 2
    elseif ( not ( GetPlayerSlotState(Player(3)) == PLAYER_SLOT_STATE_PLAYING ) ) then
        set MaxI = 3
    elseif ( not ( GetPlayerSlotState(Player(4)) == PLAYER_SLOT_STATE_PLAYING ) ) then
        set MaxI = 4
    elseif ( not ( GetPlayerSlotState(Player(5)) == PLAYER_SLOT_STATE_PLAYING ) ) then
        set MaxI = 5
    elseif ( not ( GetPlayerSlotState(Player(6)) == PLAYER_SLOT_STATE_PLAYING ) ) then
        set MaxI = 6
    elseif ( not ( GetPlayerSlotState(Player(7)) == PLAYER_SLOT_STATE_PLAYING ) ) then
        set MaxI = 7
    elseif ( not ( GetPlayerSlotState(Player(8)) == PLAYER_SLOT_STATE_PLAYING ) ) then
        set MaxI = 8
    elseif ( not ( GetPlayerSlotState(Player(9)) == PLAYER_SLOT_STATE_PLAYING ) ) then
        set MaxI = 9
    elseif ( not ( GetPlayerSlotState(Player(10)) == PLAYER_SLOT_STATE_PLAYING ) ) then
        set MaxI = 10
    elseif ( not ( GetPlayerSlotState(Player(11)) == PLAYER_SLOT_STATE_PLAYING ) ) then
        set MaxI = 11
    endif
    
    //get player
    if (i == 0 ) then
        return p1
    elseif (i == 1) then
        return p2
    elseif (i == 2) then
        return p3
    elseif (i == 3) then
        return p4
    elseif (i == 4) then
        return p5
    elseif (i == 5) then
        return p6
    elseif (i == 6) then
        return p7
    elseif (i == 7) then
        return p8
    elseif (i == 8) then
        return p9
    elseif (i == 9) then
        return p10
    elseif (i == 10) then
        return p11
    elseif (i == 11) then
        return p12
    endif
    
    return null
endfunction

Based on what I can see here, lack of efficiency, lack of real understanding of what functions you're working with, spelling errors, and it being an extremely short list of things you've changed... I can't see a reason why anyone would use this.

Last edited by Bribe : 05-11-2011 at 10:09 AM.
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Old 05-13-2011, 02:56 AM   #8
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function GetRandomPlayer i test it with version 1.24e and 1.26a (newest version) only.

i don't have to test it with version 1.21b
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Old 05-13-2011, 02:58 AM   #9
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Quote:
Originally Posted by Anitarf
Okay, just so this GetRandomPlayer nonsense does not remain unaddressed, the examples given above are not very sensible.
Collapse JASS:
function GetRandomPlayer takes nothing returns player
    local integer i = 0
    local integer j = 0
    local integer array p

    loop
         exitwhen i>11
         if GetPlayerSlotState(Player(i)) == PLAYER_SLOT_STATE_PLAYING then
             set p[j]=i
             set j=j+1
         endif
         set i=i+1
    endloop

    if j==0 then // Is this even possible?
        return null
    endif
    return Player(p[GetRandomInt(0,j-1)])
endfunction

This is of course a bit off topic, but it is the only thing posted so far that I could really give a response to, as the first post still lacks any kind of description of what this is all about.

This will test it
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Old 05-13-2011, 03:04 AM   #10
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Quote:
Originally Posted by Anitarf
Collapse JASS:
function GetRandomPlayer takes nothing returns player
    local integer i = 0
    local integer j = 0
    local integer array p

    loop
         exitwhen i>11
         if GetPlayerSlotState(Player(i)) == PLAYER_SLOT_STATE_PLAYING then
             set p[j]=i
             set j=j+1
         endif
         set i=i+1
    endloop

    if j==0 then // Is this even possible?
        return null
    endif
    return Player(p[GetRandomInt(0,j-1)])
endfunction

this not work

Quote:
Originally Posted by Fireeye
Collapse JASS:
function GetRandomPlayer takes nothing returns player
    local integer i = GetRandomInt (0,11)
    local integer tmp_i = i
    local integer abort_counter = 11 //Just to provide a 100% abort condition, not really required though
    loop
        exitwhen(GetPlayerSlotState(Player(i)) == PLAYER_SLOT_STATE_PLAYING)
        exitwhen abort_counter <= 0
        loop
            set i = GetRandomInt(0,11)
            exitwhen(tmp_i != i)
        endloop
        set tmp_i = i
        set abort_counter = abort_counter - 1
    endloop
    if(abort_counter<0)then
        return null
    endif
    return Player(i)
endfunction

this work

Last edited by Chomtana : 05-13-2011 at 03:07 AM.
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Old 05-14-2011, 08:35 AM   #11
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I'm still wondering what this is... is this supposed to be like WE Unlimited?
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Old 05-15-2011, 11:11 AM   #12
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Quote:
Originally Posted by Nestharus
I'm still wondering what this is... is this supposed to be like WE Unlimited?

it have to remove more worldedit limit than WE Unlimit

you can see in unit cost list you can enter cost: min: -99999999 max: 99999999
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Old 05-15-2011, 09:15 PM   #13
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So in other words, this is like a new WE Unlimited.

Is there an easy way to port systems to GUI using this, because that could be useful.

Last edited by Nestharus : 05-15-2011 at 09:16 PM.
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Old 05-15-2011, 11:43 PM   #14
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Quote:
Originally Posted by Nestharus
So in other words, this is like a new WE Unlimited.

Is there an easy way to port systems to GUI using this, because that could be useful.

do you can declear all syntax in WEUnlimit

I see some function can't be declear (Advance trigger)
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