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Old 11-09-2009, 10:53 PM   #316
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without changing anything?
BTW, im using the latest version of jasshelper
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Old 11-09-2009, 11:43 PM   #317
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Yes&Yes
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Old 11-10-2009, 01:25 AM   #318
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Someone did a test with my map as well? Or noticed a mistake in my usage of xe? Or is this a serious problem?

I noticed the same problem with some other spells besides healing spray; however healing spray causes this bug reliably while some other spells seem to cause the same issue randomly (most common spell which caused this to happen from time to time was a warstomp-based skill)
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Old 11-11-2009, 09:51 AM   #319
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looks like I found the problem in my trigger, there's another trigger I created that acts like an amplifier, each time the buffed unit receives damage, it deals an additional 35% damage from the damage received, and I thought that it would cause an infinite loop
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Old 11-12-2009, 06:59 PM   #320
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according to my tests and this statement from Rising_Dust, a .001 (or so) delay between endcast and pausing the unit could probably fix the bug I mentioned (I believe the bug the thread is about is the same, which prevents the dummys from casting), gonna test it out soon (have no editor right now).

Last edited by Kueken : 11-12-2009 at 07:00 PM.
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Old 11-20-2009, 10:25 AM   #321
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I have two things to bring up.

First is about xepreload and AbilityPreload. I've seen a lot of scripts optionally requiring both these days. It seems pretty silly, what should be done about it?

Second is the dummy caster. Lots of scripts have been requiring xebasic lately, and it would be handy if it included an objectmerger call to generate the caster unit. I'll make the object merger call if necessary, and you can leave it commented out by default if you want, but I think it should be available.
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Old 11-23-2009, 10:07 PM   #322
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Hmm I seem to be having a similar error, I have an ability casting Drunken Haze on targets in an area, and using xecast only one target in the AOE will get the spell casted on it.
Also, any casts after the first won't do anything at all.

Collapse JASS:
scope HazingBlaze initializer Init
private function Conditions takes nothing returns boolean
    return GetSpellAbilityId() == 'A00C'
endfunction

private function Actions takes nothing returns nothing
    local xecast xc     = xecast.createA()
    local unit u        = GetTriggerUnit()
    local location loc  = GetSpellTargetLoc()
    local real x        = GetLocationX(loc)
    local real y        = GetLocationY(loc)
    local real lx
    local real ly
    local real distance
    local real angle
    local integer c = 0
    
    set xc.abilityid    = 'A00Q'
    set xc.level        = GetUnitAbilityLevel(u, 'A00C')
    set xc.orderstring  = "drunkenhaze"
    set xc.owningplayer = GetOwningPlayer(u)
    
    call xc.castOnAOE(x, y, 300.0)

    loop
        exitwhen c == 12
        set distance    = GetRandomReal(0, 280)
        set angle       = GetRandomReal(0, 2 * bj_PI)
        set lx          = x + distance * Cos(angle)
        set ly          = y + distance * Sin(angle)
        
        call DestroyEffect(AddSpecialEffect("Abilities\\Spells\\Items\\AIfb\\AIfbSpecialArt.mdl", lx, ly))
        
        set c = c + 1
    endloop
    
    call RemoveLocation(loc)
    set u   = null
    set loc = null
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))
    call TriggerAddAction(t, function Actions)
    
    call Preload("Abilities\\Spells\\Items\\AIfb\\AIfbSpecialArt.mdl")
    call XE_PreloadAbility('A00Q')
    
    set t = null
endfunction
endscope
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Old 12-15-2009, 06:19 AM   #323
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Hi Vex...can i have a meteor spell with xefx...?
If yes, can you make us a quick example?
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Old 12-21-2009, 07:31 PM   #324
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vex, can you please add a show-method to xefx?

would be very useful (showing an effect for only special players is hard; with this xefx would have another advantage compared to blizz's effects)

@DanThanh:
yea...periodically reduce the effects height, if height<?? then destroy the effect and affect all targets around (for MUI: either one timer managing all meteors or TimerUtils and one timer for every meteor)
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Old 12-24-2009, 04:12 PM   #325
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Every time I try to add the triggers and save, my JassNewGen freeze at "Found Errors, Please Wait" and my map becomes unopenable...

Lucky I got a backup, but I can't add XE.

After adding the modules, I just got a single error at xepreload, saying something "A library cannot require a scope", I couldn't find what was wrong so I disabled the module.
But now no matter if the module is on or off, the map corrupts at save.

Edit: Fucking yes, the backup corrupted too.
Ok guys, 1 day rollback

Edit: Is there a faster way to copy the trigger than open one map, open the other, open the first...
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Old 12-25-2009, 06:04 PM   #326
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lil question:
for what is XE_TREE_RECOGNITION??
It seems that no module uses it
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Old 01-22-2010, 04:28 PM   #327
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Could you please add a boolean to xecollider so the missile can destroy trees?

Please? :3
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Old 01-23-2010, 02:03 AM   #328
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Example map -> Rune of Illusions

Uses a global xecast, but creates an additional xecast using createA.

Likely not intended.
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Old 01-27-2010, 01:41 AM   #329
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how did vexorian get this in his chain inferno spell?
Collapse Zinc:
real  tx = GetSpellTargetX(), ty=GetSpellTargetY();
GetSpellTargetX ??
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Old 01-27-2010, 03:01 AM   #330
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