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Old 05-22-2007, 07:22 AM   #46
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I think it has only one animation, but I thought if the effect had only one animation, when it's destroyed, it would play the only animation it has

Thanks for help
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Old 07-01-2007, 08:03 AM   #47
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Quote:
Originally Posted by Vexorian
Plenty of the alternatives are much faster than HandleVars, but this is just an example so we'll use HandleVars
Does it exist topics about that ?
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Old 07-01-2007, 02:11 PM   #48
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yes?

Actually, I just us CSData, and sometimes, when I need more flexible hashes tables are just fine, there are guys who made over complicated systems that are probably as slow as gamecache but may have the advantage of not leaking strings.
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Old 10-01-2007, 07:46 AM   #49
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Exactly what I was looking for, I coulden't figure out how to logicaly remove handle vars completely. But I do have a question, is it worth converting;
Code:
function something blah blah
 local unit u = some_unit
 call SetHandleHandle(*thistrigger, "aunit", u)
endfunction
to
Code:
struct unit2
 unit u
endstruct

function something blah blah
 local unit2 u = unit2.create()
 unit2.u = some_unit
 call SetHandleInt(*thistrigger, "aunit", unit2)
endfunction

Assuming at some point you called unit2.destroy() somewhere, would you say the second version is faster?

I don't really see a reason to use either version, but it's more of a metaphoric question comparing the speed of theyse.

And one other thing, is the speed of struct.create() affected by the amount of types I use in the struct?

Last edited by Blackroot : 10-01-2007 at 09:39 AM.
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Old 10-01-2007, 08:56 AM   #50
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The one using a struct would be better, as it avoids the usage of GameCache altogether. And it doesn't force any typecasting.

I would think the speed of .create/.allocate would matter depending on if you initialized them as anything. For example, this:
Collapse JASS:
struct A
    unit A = null
    unit B = null
    unit C = null
    trigger D = null
endstruct
Would be "faster" than this:
Collapse JASS:
struct A
    unit A = GetAttachedUnit(...)
    unit B = GetArrayUnit(...)
    unit C = GetHandleUnit(...)
    trigger D = GetTableTrigger(...)
endstruct
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Quote:
Originally posted by Kyrbi0
Huh. Almost makes me wish I had a girlfriend, to take advantage of today (wait, no, that's not what I meant... I mean, take advantage of the fact that it is international women's day... gah, never mind).
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Old 11-19-2007, 03:44 AM   #51
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Hi Vexorian, do you mind to tell the basic ablity of "OpticalFlare_SightDestructorSpellId"? I'm looking for an ablity that can replace unit's sight, thanks.
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Old 11-19-2007, 09:40 AM   #52
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"Sight Range Bonus (Item)" would be it.
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Quote:
Originally posted by Rising_Dusk
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.

The Spell Request Thread Done for, unless someone else wants to revive it...
It lasted a damn long time.

Please; Ask for Help Appropriately














Quote:
Originally posted by Kyrbi0
Huh. Almost makes me wish I had a girlfriend, to take advantage of today (wait, no, that's not what I meant... I mean, take advantage of the fact that it is international women's day... gah, never mind).
Quote:
Originally posted by Pyrogasm
Rome may not have been built in a day, but the Romans sure as hell didn't say "look at this great city we built guys!" when they had nothing more than a bit of stone and some cottages.
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Old 11-19-2007, 01:16 PM   #53
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Quote:
Originally Posted by Pyrogasm
"Sight Range Bonus (Item)" would be it.

I tried this one, its bonus value is not able to be set to nagative.
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Old 11-20-2007, 07:27 AM   #54
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Oh... so that's why it wasn't working for me...
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Quote:
Originally posted by Rising_Dusk
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.

The Spell Request Thread Done for, unless someone else wants to revive it...
It lasted a damn long time.

Please; Ask for Help Appropriately














Quote:
Originally posted by Kyrbi0
Huh. Almost makes me wish I had a girlfriend, to take advantage of today (wait, no, that's not what I meant... I mean, take advantage of the fact that it is international women's day... gah, never mind).
Quote:
Originally posted by Pyrogasm
Rome may not have been built in a day, but the Romans sure as hell didn't say "look at this great city we built guys!" when they had nothing more than a bit of stone and some cottages.
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Old 11-20-2007, 12:43 PM   #55
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I tried extending a struct instead of an interface and it seemed to work, but this functionality is never mentioned in the jasshelper manual. Is it working or should I restrain from using "struct A extends somestructB"?
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Old 11-20-2007, 03:55 PM   #56
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It is mentioned in the manual, just don't read the online manual but the one that comes with jasshelper...
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Old 02-10-2008, 02:33 PM   #57
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not reading all of this i can say: it will be better with a map-example.. How about that???
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Old 02-10-2008, 06:00 PM   #58
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No.

Edit: There like plenty of vJass maps in the resources\demo maps\spells section.
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Old 03-16-2008, 07:38 PM   #59
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Collapse JASS:
globals
    flaredata  array OpticalFlare_Ar
    integer OpticalFlare_total = 0
    timer OpticalFlare_timer=CreateTimer()
endglobals

What is exatly OpticalFlare_Ar just an integer array ?

is it the same ?

Collapse JASS:
globals
    integer  array OpticalFlare_Ar
    integer OpticalFlare_total = 0
    timer OpticalFlare_timer=CreateTimer()
endglobals
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Old 03-16-2008, 08:01 PM   #60
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It is a flaredata array.

A vJass compiler would probably convert it into an integer array.
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