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Old 10-19-2008, 03:00 AM   #151
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this be update.
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Old 10-19-2008, 06:07 PM   #152
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Umm, the sheep staff bugged up, and all the units got chain lightninged over and over for a long time afterwards

Replay attached
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File Type: w3g lightning xe.w3g (24.3 KB, 19 views)
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Old 10-19-2008, 06:41 PM   #153
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It is not really a bug I just forgot to remove the sandbox trigger it seems.

So, just disable the sandbox trigger, I may find time to do a quick fix update of the map without incrementing the version number, but I don't see much point in that.
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Old 10-25-2008, 09:02 AM   #154
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just wondering, can we use the internal dummy allocation in xe? i missed GetACaster() and hopefully you can put that in xe too :)

*what i see for now the dummy allocation is bulk of textmacro and have no idea on how to use it -__-
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Old 10-25-2008, 01:34 PM   #155
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Don't ever use the textmacros.

Right now the idea is to use xebasic's constant and create unit, I might add a GetACaster equivalent to xecast, but I am not sure about it, perhaps another module?
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Old 10-25-2008, 01:42 PM   #156
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sure thing :) I just don't want to use multiple dummy recycling system when we can just group them into one >.<

it could be a dummy recycling module where xecast requires that dummy recycling module? well just suggesting, because lots of system out there have their own dummy recycling in their system and I don't want my handle count fly sky high...
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Old 10-25-2008, 04:49 PM   #157
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Creating and removing dummies shouldn't increase the handle count.
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Old 10-26-2008, 03:22 AM   #158
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Quote:
Originally Posted by Vexorian
Creating and removing dummies shouldn't increase the handle count.
well... recycling does.... since dummies doesn't removed and stays for later use. Multiple dummy recycling in one map -> many dummies not removed -> handle counts fly
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Old 10-26-2008, 08:57 AM   #159
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a little suggestion in xedamage:

Collapse JASS:
        // method .useSpecialEffect("effect\\path.mdl", "origin")
        // Makes it add (and destroy) an effect when damage is performed.
        //
        method useSpecialEffect takes string path, string attach returns nothing
            set this.usefx = true
            set this.fxpath=path
            set this.fxattach=attach
        endmethod

to

Collapse JASS:
        // method .useSpecialEffect("effect\\path.mdl", "origin")
        // Makes it add (and destroy) an effect when damage is performed.
        //
        method useSpecialEffect takes string path, string attach returns nothing
            if path!="" and path!=null then
                set this.usefx = true
                set this.fxpath=path
                set this.fxattach=attach
            else
                set this.usefx = false
            endif
        endmethod

well... because i globalized my xedamage to deal spell damage, so that i just call spell_dmg.damageTarget or spell_dmg.damageAOE when needed...

but sometimes i'll like to add some eyecandy when dealing the damage without affecting the global xedamage spell_dmg...

mainly because i'm trying to do this...
Collapse JASS:
    call spell_dmg.useSpecialEffect("some_effect","chest") //set the damage effect
    call spell_dmg.damageAOE( ... do aoe dmg ... )
    call spell_dmg.useSpecialEffect(null,null) //reset the damage effect, spell_dmg can be used for other spell damage now


urghhh... can get what i mean...?
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Old 10-26-2008, 01:05 PM   #160
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you could just use two xedamage instances, that was the point of it.
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Old 10-26-2008, 01:39 PM   #161
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hmmm, how about duplication?

Collapse JASS:
 local xedamage fire = DuplicateXEDamage(spell_dmg)
     //where spell_dmg is a global constant I made earlier

 //or maybe
 local xedamage ice = spell_dmg.duplicate() //returns a whole new duplicated instance


make life easier
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Old 11-04-2008, 11:35 PM   #162
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If you're trying to duplicate a pre-existing damage, why not call the damage that already exists?
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Old 11-05-2008, 08:02 AM   #163
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Quote:
Originally Posted by WNxCryptic
If you're trying to duplicate a pre-existing damage, why not call the damage that already exists?
because the effect change is one side connection... you can set the effect, but once set you can't turn it off

btw vex, some tiny suggestion again:

Collapse JASS:
    method castInPoint takes real x, real y returns boolean
     local unit dummy
     local boolean b
        //! runtextmacro xecast_allocdummy()
        if (.customsource) then
            call SetUnitFlyHeight(dummy,.sourcez,0.0)
        endif
        call SetUnitX(dummy, x)
        call SetUnitY(dummy, y)
        set b = IssueImmediateOrderById(dummy,this.oid)
        //! runtextmacro xecast_deallocdummy()
        if(.autodestroy ) then
            call this.destroy()
        endif
     return b
    endmethod
sometimes we need to detect is the spell successfully casted, thus i was thinking of returning the order boolean would be a nice idea :)
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Old 11-11-2008, 02:40 PM   #164
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Is possible to use caster system toghther with xe? (i don't need it actually, but there are some nice functions in caster system which are not still implemented in xe)

Btw, xe is great...very well done, really!
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Old 11-11-2008, 06:59 PM   #165
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yes, you can share the unit id and no function names overlap,
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