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Old 10-27-2009, 08:45 PM   #301
Gamat
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Ah, so that func is only for use with angle speed? I will calculate the distance directly then.

I don't like much xe, i have all cs functions highlighted with tesh, and also i need the projectile and event functions.

Thanks
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Old 10-27-2009, 08:48 PM   #302
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you can use the lame events and projectiles functions and xe. TESH blows and should seriously get killed already.

Quote:
Ah, so that func is only for use with angle speed? I will calculate the distance directly then.
that does not make any sense?

Just use an angle speed? or what is exactly what you want?
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Old 10-27-2009, 09:39 PM   #303
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Ah, i understand now, i thought that without anglespeed it should work and it would change the angle and dist directly.

Sorry :P

Last edited by Gamat : 10-27-2009 at 10:10 PM.
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Old 03-19-2010, 07:49 PM   #304
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There is a bug somewhere in CSSafeCache or CasterSystem...

I tried to update a pre-1.23 map I had floating about my hard disk and naturally it wouldn't work (empty lobby when testing)...

After updating all libraries, it still wouldn't fire, so I went and disabled everything that used to use the return bug.

I narrowed it down to this:
- I disable the two above mentioned libraries and make dummy functions for those that my map uses. -> Map works
- I disable CSSafeCache, but not CasterSystem and copy the necessary globals into CasterSystem -> Map doesn't work
- I disable CasterSystem and enable CSSafeCache -> Map doesn't work

In short: the map only works when I disable both the above mentioned parts of CS16.0


P.S.: Here's the code I use to replace the functions that I disable when disabling CasterSystem and CSSafeCache

Collapse JASS:
library TempSystem requires CasterSystem

// DEBUGGING CASTER
function CS_Error takes player ForPlayer, string msg returns nothing
endfunction
function ForceDamageAllies takes nothing returns integer
    return 0
endfunction
function DamageIgnore takes unittype ThisUnitType returns integer
    return 0
endfunction
function DamageOnlyTo takes unittype ThisUnitType returns integer
    return 0
endfunction
function DamageTypes takes attacktype attT, damagetype dmgT returns integer
    return 0
endfunction
function DamageOnlyEnemies takes nothing returns integer
    return 0
endfunction
function DamageException takes unittype Exception, real ExceptionFactor returns integer
    return 0
endfunction
function DamageDestructablesInCircle takes real x, real y, real radius, real dmg returns nothing
endfunction
function DamageTreesInCircle takes real x, real y, real radius returns nothing
endfunction
function IsPointWater takes real x, real y returns boolean
    return true
endfunction
function DamageUnitByOptions takes unit hurter, unit target, real dmg, integer DamageOptions returns boolean
    return true
endfunction
function GetDamageFactorByOptions takes unit hurter, unit target, integer d returns real
    return 0.00
endfunction
function CasterCastAbilityLevel takes player owner, integer abilid, integer level, string order, widget target, boolean instant returns unit
    return CreateUnit(Player(0),'n000',0,0,0)
endfunction
function AddCasterFacing takes real fac returns unit
    return CreateUnit(Player(0),'n000',0,0,0)
endfunction
function PreloadAbility takes integer abilid returns integer
    return 0
endfunction
function OnAbilityEffect takes integer abilid, string funcname returns nothing
endfunction


    
// DEBUGGING TABLES

    function NewTableIndex takes nothing returns integer
        return 0
    endfunction
    
    function SetTableInt takes string table, string field, integer val returns nothing
    endfunction
    function GetTableInt takes string table, string field returns integer
        return 0
    endfunction
    
    function SetTableReal takes string table, string field, real val returns nothing
    endfunction
    function GetTableReal takes string table, string field returns real
        return 0.00
    endfunction
    
    function SetTableBoolean takes string table, string field, boolean val returns nothing
    endfunction
    function GetTableBoolean takes string table, string field returns boolean
        return true
    endfunction
    
    function ClearTable takes string table returns nothing
    endfunction
    function DestroyTable takes string table returns nothing
    endfunction
    function GetAttachmentTable takes handle h returns string
        return ""
    endfunction
    

    function GetTableUnit takes string table, string field returns unit
        return CreateUnit(Player(0),'n000',0,0,0)
    endfunction
    function GetTableGroup takes string table, string field returns group
        return CreateGroup()
    endfunction
    function GetTableEffect takes string table, string field returns effect
        return AddSpecialEffect("Abilities\\Spells\\Human\\Thunderclap\\ThunderClapCaster.mdl",0,0)
    endfunction
    
    function SetTableObject takes string table, string field, agent val returns nothing
    endfunction
  
endlibrary


EDIT:
Narrowed it down in CSSafeCash to the CS Dynamic Arrays and Pools...
When I delete the function contents in those parts, the map will load... (with CasterSystem still disabled though!)

Working setup: CasterSystem off, CSSafeCash on, but with Arrays and Pools functions replaced by return 0, return 0.00, return "", etc...
I guess I could start randomly deleting sections in CasterSystem to find out which parts are broken there...

Last edited by Magentix : 03-19-2010 at 08:30 PM.
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Old 03-19-2010, 11:59 PM   #305
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I bet this will help: Faux CSCache
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Old 03-20-2010, 12:42 AM   #306
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Thanks, that indeed fills in some of my missing functions, but it doesn't change the fact that the two above mentioned libraries crash my map.
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Old 04-13-2010, 10:18 AM   #307
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How can i damage a unit which HP is more than 65536???
Quote:
set dopt=DamageTypes(ATTACK_TYPE_NORMAL, DAMAGE_TYPE_FIRE) + DamageOnlyEnemies()

set dg=DamagerGroup_Create(u,100.0*level,0.5, 100.0, dopt )

I copy the trigger firewall in Cs16.0 map to my map,it work but doesn't damage the unit which hp is more than 65.000.

Oh,i figure out now.

Collapse JASS:
 function GetDamageFactor takes unit u,attacktype a, damagetype d returns real
     local real hp=GetWidgetLife(u)
     local real mana=GetUnitState(u,UNIT_STATE_MANA)
     local real r

        //Since a unit is in that point, we don't need checks.
        call SetUnitX(cs_dmg_caster,GetUnitX(u))
        call SetUnitY(cs_dmg_caster,GetUnitY(u))

        call SetUnitOwner(cs_dmg_caster,GetOwningPlayer(u),false)
        set r=hp
        if (hp<1) then
            call SetWidgetLife(u,1)
            set r=1
        endif
        call UnitDamageTarget(cs_dmg_caster,u,0.01,true,false,a,d,null)
        call SetUnitOwner(cs_dmg_caster,Player(15),false)
        if (mana>GetUnitState(u,UNIT_STATE_MANA)) then
            //Unit had mana shield, return 1 and restore mana too.
            call SetUnitState(u,UNIT_STATE_MANA,mana)
            set r=1
        else
            set r= (r-GetWidgetLife(u))*100
        endif
        call SetWidgetLife(u,hp)

     return r
    endfunction

should be:
Collapse JASS:
 function GetDamageFactor takes unit u,attacktype a, damagetype d returns real
     local real hp=GetWidgetLife(u)
     local real mana=GetUnitState(u,UNIT_STATE_MANA)
     local real r

        //Since a unit is in that point, we don't need checks.
        call SetUnitX(cs_dmg_caster,GetUnitX(u))
        call SetUnitY(cs_dmg_caster,GetUnitY(u))

        call SetUnitOwner(cs_dmg_caster,GetOwningPlayer(u),false)
        set r=hp
        if (hp<1) then
            call SetWidgetLife(u,1)
            set r=1
        endif
/// add this
        set r = 100
        call SetWidgetLife(u,100)
///because if the remain life of target is so much so r-GetWidgetLife(u))*100 will be 0
        call UnitDamageTarget(cs_dmg_caster,u,0.01,true,false,a,d,null)
        call SetUnitOwner(cs_dmg_caster,Player(15),false)
        if (mana>GetUnitState(u,UNIT_STATE_MANA)) then
            //Unit had mana shield, return 1 and restore mana too.
            call SetUnitState(u,UNIT_STATE_MANA,mana)
            set r=1
        else
            set r= (r-GetWidgetLife(u))*100
        endif
        call SetWidgetLife(u,hp)

     return r
    endfunction

Last edited by lucifekit : 04-20-2010 at 02:19 AM.
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Old 08-28-2010, 03:41 AM   #308
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Why does "DamageTrees()" take no effect on the sample spell "Inferno"?

I just add it into the DamageOptions
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Old 10-12-2010, 04:54 PM   #309
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I have a question concerning a map I am currently making, the map itself seems to give no errors, but if I try to test it, it goes instantly to the main screen of wc3 TFT instead of into the game. And the weird thing is it doesn't show any errors... any ideas what could cause that?

The map uses new csData and timer and grouputils + ABC.
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Last edited by redscores : 10-12-2010 at 04:57 PM.
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Old 10-12-2010, 10:38 PM   #310
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You most likely have a return bug somewhere in your map. Check this out.
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Old 10-12-2010, 10:49 PM   #311
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Thanks, already got that, it works now :).
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Old 07-30-2014, 06:20 PM   #312
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Hi Vexorian I really like your CasterSystem but I think it takes a little update. I would like to update your system ... Could you give me permission?
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Old 07-30-2014, 09:28 PM   #313
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This is essentially an updated version of it.

Last edited by Fledermaus : 07-30-2014 at 09:29 PM.
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