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Old 11-02-2009, 05:37 PM   #301
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It seems to be the right version
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Name:	JassHelperVersionTest.png
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Old 11-02-2009, 06:02 PM   #302
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Do you happen to have [noimplicitthis] in your jasshelper.conf?
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Old 11-02-2009, 06:08 PM   #303
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Try temporarily renaming clijasshelper.exe to jasshelper.exe , does the map compile fine and is testmap allowed?
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Old 11-02-2009, 06:18 PM   #304
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If I do so I have no compile-error, because it does not start to compile the map^^
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Old 11-02-2009, 06:20 PM   #305
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yes, it does, it is just invisible.

Please, try saving it after you do clijasshelper.exe, then test map, if testmap works it mens it compiled and you got a very useful jasshelper bug report, else...
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Old 11-02-2009, 06:28 PM   #306
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It seems that I donīt have a useful bug report....
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Old 11-02-2009, 09:53 PM   #307
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hmnn , really though, can you post the contents of a jasshelper.conf file inside your newgen pack folder?
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Old 11-03-2009, 12:58 PM   #308
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Quote:
Originally Posted by Vexorian
Do you happen to have [noimplicitthis] in your jasshelper.conf?

It seems that Iīve looked in the false jasshelper.conf -.-
There was a [noimplicitthis] in my jasshelper.conf in the JNGP-file

Now everything works, thanks and sorry for the circumstances.

Last edited by D1000 : 11-03-2009 at 01:05 PM.
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Old 11-06-2009, 11:43 AM   #309
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Here we go, a quick example map for the bug previously discussed, where the ai protection of xecast (the pausing of dummys when they finished their spells to prevent computer players from casting with the dummy) causes bugs.

Used Version: xe0.8, not modified.

Testmap: A unit casts a spell, which calls xecast.castonpoint using a spell based on healing spray. For demonstration, I changed the xe dummys to have a visible model, this does not affect the cast in any way.

The spell works well the first time, but the dummys are useless after one cast. When the dummys get recycled and used for a 2nd attempt to cast, they just stand still.

The spell used by the dummy does not have mana costs, cooldown or whatever; the dummy has no cast point or backswing etc.


This is the code used in the map, if I used xecast wrong, please notify me.

If xecast is modified to disable AI protection everything works fine.

Code:


Collapse JASS:
scope FireSpray initializer Init
    
globals
    private constant integer ID = 'A000'
    private constant integer SPELLID = 'A001'
    
    private xecast Spell // using one global instance or one instance for each cast does not matter
endglobals

private function Conditions takes nothing returns boolean
    if GetSpellAbilityId()==ID then
        call Spell.setSourcePoint(GetUnitX(GetTriggerUnit()),GetUnitY(GetTriggerUnit()),0)
        call Spell.castOnPoint(GetSpellTargetX(),GetSpellTargetY()) //simply cast healing spray on the target
    endif
    return false
endfunction

private function Init takes nothing returns nothing
    local trigger t = CreateTrigger(  )
    call TriggerRegisterAnyUnitEventBJ( t, EVENT_PLAYER_UNIT_SPELL_EFFECT )
    call TriggerAddCondition( t, Condition( function Conditions ) )
    
    set Spell = xecast.create()
    set Spell.abilityid=SPELLID
    set Spell.orderid=OrderId("healingspray")
    set Spell.recycledelay = 5 
    //set Spell.AIProtection = false
    //in my map I added this to xecast to disable AI protection; in this map I use an unmodified xecast for demonstration
    
endfunction

endscope

Attached Files
File Type: w3x Makexecastfail.w3x (74.7 KB, 9 views)

Last edited by Kueken : 11-06-2009 at 02:16 PM.
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Old 11-06-2009, 01:46 PM   #310
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you know that you can't just call something "AI protection" and expect everyone to understand what it is. What part of xecast is the AI protection?
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Old 11-06-2009, 02:00 PM   #311
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The part of xecast, which pauses the dummy unit to prevent the Ai from using the spell multiple times. I am sorry, I thought this would be self-explanatory.

Collapse JASS:
    private static method removeAbility takes nothing returns boolean
     local unit u=GetTriggerUnit()
         if(GetUnitUserData(u)!=0) then
             call PauseUnit(u,true)
         endif
        //This is necessary, picture a value for recycle delay that's higher than the casting time,
        //for example if the spell does dps, if you leave the dummy caster with the ability and it 
        //is owned by an AI player it will start casting the ability on player units, so it is
        // a good idea to pause it...

     set u=null
     return true
    endmethod

This is the part, where the unit is paused.

Simply commenting out the line, which pauses the unit
Collapse JASS:
         if(GetUnitUserData(u)!=0) then
             //call PauseUnit(u,true)
         endif

causes the spell to work fine. However, the Ai protection is gone.


Note that a dummy, who was used for the healing spray spell with enabled ai protection, is "corrupted" and not able to cast a spell again (even other spells, just tested it with a warstomp-based one), so this issue might potentially be able to screw up the entire system.

Last edited by Kueken : 11-06-2009 at 02:33 PM.
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Old 11-08-2009, 11:46 AM   #312
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xecast not working
I used the castOnAOE method and its not working properly, I have the right raw codes for the spells, I added a debug message in the act function and it proves that the spell event by Anitarf works correctly

the hero ability is based on Roar, and when used it creates an xecast object to cast an unholy frenzy based spell on enemy units around the hero
unholy frenzy
-targets: air; ground; enemy; organic
-has no mana cost
-has no cooldown
-has no techtree requirement

this doesn't work
Collapse doesn't work:
scope HowlDamn initializer init
    globals
        private constant integer spell = 'A00J' //based on Roar
        private constant integer dspell= 'A00K' //Based on Unholy Frenzy
        private constant integer buffer= 'B007' //Unholy Frenzy Buff
        private constant integer superBeing = 'A00E' //Passive Channel Ability
    endglobals
    
    private function act takes nothing returns nothing
        local unit c = SpellEvent.CastingUnit
        local real x = SpellEvent.TargetX
        local real y = SpellEvent.TargetY
        local xecast xe = xecast.createA()
        set xe.abilityid = dspell
        set xe.orderstring = "unholyfrenzy"
        set xe.owningplayer = GetOwningPlayer(c)
        set xe.recycledelay = 2.0
        if GetUnitAbilityLevel(c,superBeing) > 0 then
            set xe.level = 2
        else
            set xe.level = 1
        endif
        call xe.castOnAOE(x,y,600.0)
        set c = null
    endfunction
    
    private function init takes nothing returns nothing
        call RegisterSpellEffectResponse(spell,act)
        call XE_PreloadAbility(dspell)
    endfunction
endscope

and this crashes the game
Collapse JASS:
scope HowlDamn initializer init
    globals
        private constant integer spell = 'A00J' //based on Roar
        private constant integer dspell= 'A00K' //Based on Unholy Frenzy
        private constant integer buffer= 'B007' //Unholy Frenzy Buff
        private constant integer superBeing = 'A00E' //Passive Channel Ability
    endglobals
    
    private function act takes nothing returns nothing
        local unit c = SpellEvent.CastingUnit
        local real x = GetUnitX(c)
        local real y = GetUnitY(c)
        local xecast xe = xecast.createA()
        set xe.abilityid = dspell
        set xe.orderstring = "unholyfrenzy"
        set xe.owningplayer = GetOwningPlayer(c)
        set xe.recycledelay = 2.0
        if GetUnitAbilityLevel(c,superBeing) > 0 then
            set xe.level = 2
        else
            set xe.level = 1
        endif
        call xe.castOnAOE(x,y,600.0)
        set c = null
    endfunction
    
    private function init takes nothing returns nothing
        call RegisterSpellEffectResponse(spell,act)
        call XE_PreloadAbility(dspell)
    endfunction
endscope
it crashes when the spell is casted on a unit, because I tried removing enemy in the target field, and it crashes the game (because it affects the caster itself), and when I returned enemy in the target field, it only crashes when I go near an enemy and cast the spell
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Last edited by Sinnergy : 11-08-2009 at 12:04 PM.
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Old 11-08-2009, 12:21 PM   #313
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I am not going to spend ages in object editor just to reproduce a bug, please give me the map and inputwar3map.j
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Old 11-08-2009, 09:48 PM   #314
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ok, heres the map and the inputwar3map.j file inside a zip file
Attached Files
File Type: zip Map and inputwar3map.zip (415.5 KB, 10 views)
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Old 11-09-2009, 09:51 PM   #315
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@Sinnergy

I tested your map with both those cases and it worked fine oO
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