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Old 03-28-2007, 04:44 AM   #16
Blackroot
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Actualy, what I meant was null the timer when it's destroyed:

Code:
    if tr< Missile_Frequency() //in case Q is not an integer number
          call SetUnitX(missile, GetUnitX(target))
          call SetUnitY(missile, GetUnitY(target))
          call PauseTimer(t)
          call FlushHandleLocals(t)
          call DestroyTimer(t)
          set t = null //?
     else

Then you don't need the wait at all, right?

--Anyways, you should add in the formulas for PolarProjection / Distance between points and such. Thoes are good bits of information for jassers to know.
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Old 09-05-2007, 08:06 PM   #17
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Why did you do insert PolledWait here:

Collapse JASS:
call TimerStart(t, Missile_Frequency(), true, function Missile_StartTimer)
call PolledWait(tr)
set t = null
?

You can nullify it right after you TimerStart it:

Collapse JASS:
call TimerStart(t, Missile_Frequency(), true, function Missile_StartTimer)
set t = null

Anyways, a nice tutorial, good job. I don't know why I don't see this kind of approach in other scripts. This method avoids the trigonometry completely, which is veeeeery efficient and easy to learn.
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Old 09-27-2007, 03:10 PM   #18
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Yes, of course, but this actually halts the execution of the thread until the projectile has actually reached its target. For this approach, it does the trick, though of course, has problems in multiplayer. Again, the codes are not perfect and super clean, but they teach people some basic things.

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