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Old 08-24-2006, 02:07 PM   #31
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Reflection maybe the spell works but you just can't see the effect since the caster model wasn't sucsesfully added(No idea if mass slow spell uses an effect through an caster).

So Vex, what can we look forward to in the upcoming versions, any ideas?

The recent dynamic array system....pools have been great though not enough time to try it out that much.
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Old 08-24-2006, 03:02 PM   #32
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I think I will slowdown the features and focus on bug fixing (if bugs are found) If I avoid adding features for a while I avoid adding bugs as well.
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Old 08-25-2006, 02:37 PM   #33
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Vexorian - your sys is nice =) but ProjFuncs are sucks =) but for lame war3 spell making they are enought ! so fix all bugs ;)

PS in all your Caster Sys is a pioner project so respect !!!
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Old 08-25-2006, 02:40 PM   #34
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Didn't understand a word, and you can't ask me to fix all bugs if you don't even tell me what bugs are you talking about
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Old 08-26-2006, 08:16 AM   #35
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GJ as allways.
Just a notice: Update the screenshoot in some future time. You removed Deadly fire star, so remove it from the screeshoot aswell.
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Old 09-02-2006, 08:12 AM   #36
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This is just great, cause i'm trying to learn JASS and systems like this helps a lot learning. +rep
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Old 09-19-2006, 03:39 PM   #37
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ok... i think i almost vomitted a bucket of blood by just doing the trial and error... at the end of the day i've gave up and decided to seek help here

1. I've followed all the instruction on the guide and stuffed the caster system into my map
2. I decided to test the caster system abit by doing some targeted-aoe-thunder-clap (just imagine blizzard wave replaced by thunder clap wave)
3. This is what i put in
Code:
call CasterCastAbilityPointLoc( GetOwningPlayer(udg_MistressSpells[0]), 'A006' , "thunderclap", udg_SpellsPointInstant[1], true)
udg_MistressSpells[0] - variable name for the casting unit
A006 - err whatever it is called, the first 4 number of the custum thunder clap when view in raw data form
thunderclap - order string
udg_SpellsPointInstant[1] - variable name for the target location
true - because it is instant (as said in the tutorial)

ok, after i put this in, i went to save my map, and error occurs, not only closing my trigger, but the whole caster system closed down with thunsands of line of *expect bla bla bla*<-- i have no idea what is it trying to say since im still noob in JASS.

ok... so... hmm... whats my problem... -___-" i just cant figure it out

thousand thanks...
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Old 09-19-2006, 03:58 PM   #38
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Hmnn Use WEHelper (link at sig) so you don't have to decode the lame cryptic compile errors normal World Editor gives.

I can't find anything wrong with the code, maybe the variable names are not using the same case as the real variables?

also the error might be in a previous line, again, that's a problem with WE's syntax checker.
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Old 09-20-2006, 06:17 AM   #39
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uhmm thanks but i think the WEHelper got some problem with my com... it dont seems... working...

argh maybe there is something wrong with the installation or something... i'll check it over again...

*edit : ahh... somehow the problem solved after i restart my com... >_< thank for the help anyway, time to mess around with the caster system :P

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Old 09-22-2006, 01:10 PM   #40
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Hi there, is me again >_<" i've encountered another problem here

ok, u used the caster system and have the dummy caster to cast out a acid-bomb-based spell using something like this

Code:
call CasterCastAbilityLevel( GetOwningPlayer(udg_OwnerofCastingUnit), 'A00L', udg_SpellLevel,"acidbomb", udg_Target, false)

of course, those variable are double/triple checked, nothing goes wrong untill...

since it is acid bomb, it is a DoT spell, my problem now is when a enemy unit die under the acid bomb that casted from the dummy caster, i dont get the bounty award and after checking the killer by using some simple trigger, the killing unit are *player 16* instead of me...

uhm... so whats wrong with my trigger ? or i missed something ?
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Old 09-22-2006, 01:25 PM   #41
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you have to set the recycle delay to something high enough to match the duration of the timed damage, check the readme for the recycle delay setting.
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Old 09-22-2006, 01:38 PM   #42
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Oic !! yeah so i did missed something

thankx Vex
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Old 09-22-2006, 03:21 PM   #43
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*13.9*
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Old 10-03-2006, 04:13 PM   #44
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I can't get this to work in my map. I keep getting errors when trying to paste the stuff into my map's custom script. I have all the variables... hope someone will help me?
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Old 10-03-2006, 04:15 PM   #45
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It should work, try attaching your map here? If you don't want other people to look at it you can post it in the pastebin and pm me the link
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