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Old 08-01-2008, 11:01 PM   #16
Anitarf
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Quote:
Originally Posted by Flame_Phoenix
About the size with each it is created, yes you can change that, in the object editor ... however in the code I use 1.0 to start for relative purposes.
But are you sure that's the way it works? I always thought changing the scaling value was absolute, not relative, but now that you mention it I realize I don't know for sure... but do you?

Quote:
Most my spells now use those two systems, I will not remake them again. Besides some of my spells do use dynamic groups.
Timer utils can be made backwards compatible so they also supports CSSafety using spells, so adapting this spell to timer utils won't break the rest of your map.
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Old 08-09-2008, 06:07 PM   #17
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So, did this ever get updated? It's looking at more than a week since Ani responded, so I'll give this a day or so for a response before sending it on its way.
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Old 08-09-2008, 06:55 PM   #18
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Quote:
But are you sure that's the way it works? I always thought changing the scaling value was absolute, not relative, but now that you mention it I realize I don't know for sure... but do you?
I do, and I am 100% sure it works that way, after all I created the code. try it yourself, go to the object editor and chose a model size you want =)

Sorry about the time I took to answer, I though this thread was left to be ignored ...

Anyway, I made some updates Anitarf suggested, however I won't use Timer Utils and won't make the Penguin change color.
Is it ok ?
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Old 08-10-2008, 01:08 AM   #19
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Quote:
Originally Posted by Flame_Phoenix
however I won't use Timer Utils
I think it's dumb that you have to do it, but this really won't be approved until you do.
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Your spells are mostly ignored because they are not very cool so we aren't very excited to review/approve them, but you are incredibly persistent and won't give us an excuse to graveyard it. That is generally what results in a resource being ignored for a long time.

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Old 08-10-2008, 01:30 AM   #20
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Well, I talked to Vex and until he replaces it in the next version of CS, CSSafety is still an accepted standard so if everything else checks out, I'll approve this spell after I find the time to review the code one last time.

However, I am dissapointed that you were too lazy to take this opportunity to upgrade, once CS is updated I will be requireing the replacement of CSSafety with Timer Utils in all further spell submissions anyway. Writing legacy code is not something we aspire to here at wc3c.
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Old 08-10-2008, 10:24 AM   #21
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Quote:
Well, I talked to Vex and until he replaces it in the next version of CS, CSSafety is still an accepted standard so if everything else checks out, I'll approve this spell after I find the time to review the code one last time.

However, I am dissapointed that you were too lazy to take this opportunity to upgrade, once CS is updated I will be requireing the replacement of CSSafety with Timer Utils in all further spell submissions anyway. Writing legacy code is not something we aspire to here at wc3c.
Mmmm truth is I just want this to get approved for now, and I agree with Pyrogasm. Besides it is only a matter of time until Timer Utils gets replaced again ...
I also don't like the idea of changing Timer Utils backwards to allow dynamic groups as you said when I need ... I am not that good at changing systems I didn't made, and if I screw up I won't have any help nor support from people... IN my opinion as a coder, TimerUtils has a big problem: doesn't allow for group recycling ... I don't use timer utils not because I am lazy, but because I see no real advantage over using CSSafety... in fact I see a dis vantage =S
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Old 08-10-2008, 10:44 AM   #22
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Quote:
Originally Posted by Flame_Phoenix
Mmmm truth is I just want this to get approved for now, and I agree with Pyrogasm. Besides it is only a matter of time until Timer Utils gets replaced again ...
So, why aren't we all still using Kattana's Handle Vars then?

Quote:
I also don't like the idea of changing Timer Utils backwards to allow dynamic groups as you said when I need ... I am not that good at changing systems I didn't made, and if I screw up I won't have any help nor support from people... IN my opinion as a coder, TimerUtils has a big problem: doesn't allow for group recycling ... I don't use timer utils not because I am lazy, but because I see no real advantage over using CSSafety... in fact I see a dis vantage =S
Not allowing group recycling isn't a big problem because you don't need group recycling in these times, that's why it was dropped in the first place. Besides, I told you, there's a backwards compatibility addon for Timer Utils that lets you recycle groups and you don't have to change the code at all.
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Old 08-11-2008, 09:58 AM   #23
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Quote:
So, why aren't we all still using Kattana's Handle Vars then?
In fact many of your approved spells do use Katana's system, and I must say many of them leak and are a pain to import.

Quote:
Not allowing group recycling isn't a big problem because you don't need group recycling in these times, that's why it was dropped in the first place. Besides, I told you, there's a backwards compatibility addon for Timer Utils that lets you recycle groups and you don't have to change the code at all.
Ahhh, so it means TimerUtils allows me to recycle groups ? Good =)

EDIT EDIT EDIT

MMmm TimerUtils is not compatible with Group recycling. I tested the link you gave me. Where is the version of timer Utils that is compatible with group Recycling ?

Also, is "CreateGroup()" one of the natives that can cause map's to crash on init ?

EDIT EDIT EDIT

Guys I updated the spell to use TimerUtils, however I still need to know that group recycling thing. Can some one help me with this ?
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Old 08-11-2008, 03:48 PM   #24
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The compatibility wrapper is in the same post as TimerUtils, look at the "fake CSSafety" jass window.
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Old 08-11-2008, 03:57 PM   #25
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Also, about the other question:
- Is CreateGroup() one of the natives that causes map's to crash on Initialization ?
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Old 08-11-2008, 04:27 PM   #26
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No, but it's advisable to add the setting of the variable in a function that runs at map init.
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Old 08-11-2008, 04:32 PM   #27
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Spell improvement, the code was updated to version 1.9, now it uses TimerUtils. Also, I talked to Captain Griffen which told that in this case using CreateGroup() was not evil neither harmful. Therefore, Anitarf, your prayers have been listen, and here is the update you desired so much.

I hope now everything is ok, and you like the spell enough to approved it, it has been like 3-4 weeks here, and I am tired of seeing this thread in the submission section.

EDIT EDIT EDIT

Quote:
No, but it's advisable to add the setting of the variable in a function that runs at map init.
OMG, so you mean that this piece of code is evil ? That I shouldn't set the globals there ?
Please people decide yourselves, what do I have to do to see this thread approved ?

Collapse JASS:
    private function Init takes nothing returns nothing
        local trigger StupidPenguinTrigger =CreateTrigger()
        call TriggerRegisterAnyUnitEventBJ(StupidPenguinTrigger, EVENT_PLAYER_UNIT_SPELL_EFFECT )
        call TriggerAddCondition(StupidPenguinTrigger, Condition( function Conditions ) )

        set StupidPenguinTrigger = CreateTrigger()
        call TriggerRegisterAnyUnitEventBJ(StupidPenguinTrigger, EVENT_PLAYER_UNIT_DEATH)
        call TriggerAddCondition(StupidPenguinTrigger,  Condition(function onDeath))
        
        set StupidPenguinTrigger = CreateTrigger()
        call TriggerRegisterAnyUnitEventBJ(StupidPenguinTrigger, EVENT_PLAYER_UNIT_SPELL_ENDCAST)
        call TriggerAddCondition(StupidPenguinTrigger,  Condition(function onStop))
        
        //setting our globals
        set g = CreateGroup()
        set b = Condition(function targets)
        set activeTable = HandleTable.create() //Create our spell's private Table for casters and penguins
        set StupidPenguinCasters = CreateGroup() 
        set StupidPenguins = CreateGroup()  
        
        //we preload all our effects, so they won't lag the first time we use them !=P
        call Preload(EXPLOSION_EFFECT)
        call Preload(DEATH_EFFECT)
        call Preload(BLOOD_EFFECT)
        call Preload(BIRTH_EFFECT)
        
        set StupidPenguinTrigger = null
    endfunction
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Old 08-11-2008, 05:00 PM   #28
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Quote:
Originally Posted by Flame_Phoenix
Spell improvement, the code was updated to version 1.9, now it uses TimerUtils. Also, I talked to Captain Griffen which told that in this case using CreateGroup() was not evil neither harmful. Therefore, Anitarf, your prayers have been listen, and here is the update you desired so much.
I don't care whether you update or not. What I care about is that you understand why CreateGroup() isn't harmful in this case.

Anyway, looks very nice now, approved.
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Old 08-11-2008, 07:56 PM   #29
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Ha HA ! you finally approved it ! Thx ! =)
I just hope now people enjoy it =)

EDIT EDIT EDIT

New version released, version 2.0, now you are able to change the color of the penguin =)
Also mentioned my future map. Hope you guys like it !
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Old 08-06-2009, 10:05 AM   #30
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Updated for patch 1.24. Only updated TimerUtils and Table.
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