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Old 07-21-2006, 04:23 PM   #16
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This isn't bugging me or anything, just want to learn about the compiling since i had problem with that once(Call functions that are not in custom script but in a trigger)

Why isn't Caster System trigger Initially On?

Where i asking about that Vex?

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Old 07-21-2006, 07:22 PM   #17
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It doesn't matter when the trigger is in custom text
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Old 07-22-2006, 03:42 PM   #18
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Never mind, as i said it didn't bug me! But i got a small question about arrays and their max size.

16000 is a high limit but it can get reached if the game continues for a long time , so is it worth to decrease the values of my spells, i mean not creating new arrays each time an instance of the spell is run?

So end of spell i do not destroy it i flush the values and use the same array when the same caster cast the spell. Don't even know if it is this way the arrays work, or is the limit about not allowing to have 16000 values simultaneously?

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Old 07-22-2006, 04:01 PM   #19
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If you destroy an array its space will be available for use by arrays again
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Old 07-22-2006, 07:00 PM   #20
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So, always destroy the array when a spell is finished, and get a new one when ANy unit casts the spell again. Just make sure to destroy it everytime a spell is casted.
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Old 07-26-2006, 11:04 PM   #21
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Ok, thanks and this new storage thingy is great!
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Old 08-13-2006, 07:48 PM   #22
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why did u have to call an infinit loop if the invertory abil is not suitable ?
was there not a less harmful solution ?
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Old 08-13-2006, 09:11 PM   #23
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*Cough* Maybe split the CSCache Module trigger in several parts so it will be easier "learning"

Still wonderful as always!
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Old 08-13-2006, 10:46 PM   #24
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Quote:
Originally Posted by FireFreak
why did u have to call an infinit loop if the invertory abil is not suitable ?
was there not a less harmful solution ?
It would make it is easier to notice that it requires fixing. And removes chances that a call to ClearTextMessages or something else hides the error message
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Old 08-15-2006, 12:13 AM   #25
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well it took me many trys to implement it, i kept messing it up somehow, but i got it finally but in the readme it says:

Quote:
If you use any enter/leave events in your map, MAKE SURE THEY IGNORE the Caster_UnitId unit! Otherwise you might experience bugs with the caster system/your map

how do i go about doing this?

BTW: very nice system :)

EDIT: also, i cant seem to get the mass slow to work, ne ideas? i copied it completly
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Old 08-15-2006, 02:04 AM   #26
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Quote:
EDIT: also, i cant seem to get the mass slow to work, ne ideas? i copied it completly

-
No, you didn't. Because if you implement it completelly then it would work, am I right? it is kind of hard to know what happened there, I can't guess what 's the problem.

--
Well do you have any trigger that has an event like (A unit enters a region) or (A unit leaves a region) ? then you simple have to add (Unit type comparission : (Unit Type of triggering unit) not equal to (Caster)

Blame blizzard.
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Old 08-15-2006, 02:10 AM   #27
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Quote:
No, you didn't.
can you give me a list of what triggers i need ??
i also got the abilities
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Old 08-15-2006, 02:11 AM   #28
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Maybe you didn't change the 'RAwc' of the slow ability in the function call.
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Old 08-15-2006, 02:16 AM   #29
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Collapse JASS:
Custom script:   call CasterCastAbilityLevelAOELoc( GetOwningPlayer(udg_UnitVar), 'A00K', udg_IntegerVar,"slow", udg_PointVar, udg_RealVar, false, true)

thats the one in the caster system map

Collapse JASS:
Custom script:   call CasterCastAbilityLevelAOELoc( GetOwningPlayer(udg_UnitVar), 'A01V', udg_IntegerVar,"slow", udg_PointVar, udg_RealVar, false, true)

thats the one in mine
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Old 08-22-2006, 08:41 PM   #30
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*13.8* - Major bug fixes

refl3ction: I think you have to update the conditions of the triggers as well.
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