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Old 03-13-2006, 11:41 AM   #1
MindWorX
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Default Local Handle Vars for GUI

This is a small change i've made to some UI files, so that the most basic functions of the Local Handle Vars can be used in GUI, i made it to help people that doesn't have the knowledge of Jass, so they still can benefit from the system.

Features:
  • Attaching Integer to a Timer/Unit/Trigger.
  • Attaching Real to a Timer/Unit/Trigger.
  • Attaching Boolean to a Timer/Unit/Trigger.
  • Attaching Unit to a Timer/Unit/Trigger.
  • Attaching Unit-Group to a Timer/Unit/Trigger.
  • Attaching Item to a Timer/Unit/Trigger.
  • Attaching Effect to a Timer/Unit/Trigger.
  • Attaching Point to a Timer/Unit/Trigger.
  • Creating of a Timer that doesn't need a Global.
  • Creating of a Trigger that doesn't need a Global.
  • Starting a Timer, and make it run a trigger when it reaches zero.
  • Cleaning up Attached Variables from Units.
  • Cleaning up Attached Variables and Destroying Timers.
  • Cleaning up Attached Variables and Destroying Triggers.
I know the list is far from what the possibilities of the Local Handle Vars allow, but a limitation of the UI files requires of me to create a new function, for every option i would need, so if there's any other things you would like me to add to the list, just tell me, and i'll get it added.

The Package: GUI Handle Vars v1.04
- Contains:
- - Readme
- - Executable
- - GUI Handle Vars System

Screenie:
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EDIT:
Fixed a bug with the Load integer from Unit.
Attached Images
File Type: gif mpqdraft.gif (1.3 KB, 1971 views)
File Type: jpg example.jpg (15.8 KB, 1291 views)
Attached Files
File Type: zip GUI Handle Vars.zip (283.4 KB, 1074 views)

Last edited by MindWorX : 08-27-2007 at 08:16 PM.
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Old 03-14-2006, 05:59 PM   #2
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I'm sure Vex will have a look at this, but please attach some form of image to make the site layout happy.
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Old 03-14-2006, 07:27 PM   #3
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Quote:
Originally Posted by Tim.
I'm sure Blade or Vex will have a look at this, but please attach some form of image to make the site layout happy.
As you wish.
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Old 03-17-2006, 03:49 PM   #4
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Seems to work well, but why Handlers? Why not go with tables when making this?

Neat idea, and useful for all those GUI mappers who can't or won't learn jass
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Old 03-17-2006, 04:32 PM   #5
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Haven't worked with tables before, so i don't know how to use them... But if i did, I would have made thoose instead, if they're ofcourse more effecient...
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Old 03-17-2006, 06:16 PM   #6
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Quote:
Originally Posted by Chuckle_Brother
Seems to work well, but why Handlers?
Handle Vars, NOT handlers ^_^

I'll give Mike a poke to get this reviewed.
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Old 03-17-2006, 06:23 PM   #7
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Quote:
Originally Posted by Tim.
Handle Vars, NOT handlers ^_^

I'll give Mike a poke to get this reviewed.

I get yelled at no matter which way I call them, so from now on I will call them

"those things".

Mindworx, if you wanna learn to use tables just pop on msn and I'll explain the 1 tiny difference between them and those things.

P.S. s_tipping_65@hotmail.com, and I learned how to use them from reading the shit vex has in the caster system and from peeking through some of Blade's spells. So what I know should be relatively reliable.
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Old 03-17-2006, 07:03 PM   #8
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Good work, MindWorX. However I'd like you to fix a few things before I'll approve it.

* Please add a readme containing:
1. Version number.

2. Information how to use this: Simply tell the users they will have to copy the script from the JassVault + your extra functions to the map header and that they need to add a global gamecache variable named LocalVars. And tell them they shouldn't have a local UI folder in their War3 dir (because of overridden files)

3. Contact information: Your email or a link to this thread, or both, so people can report problems ...

* The WE mod standard:
We agreed a while ago that WorldEditStrings.txt is better not changed for WE mods for several reasons. Better add your custom strings in Units\UnitGlobalStrings.txt for better maintainability (when Blizz releases a patch) and also smaller file size. Simply add the section [WorldEditStrings] to that file and add your custom strings there (i think you only have 1 for the trigger category)

Other than that I like it very much.


Some things I noticed about the sample map: It has no name/author/description (Another Warcraft III map) and the effect doesn't end when the target unit dies (it ends when it decays).

Other than that you did a great job, maybe you can add "Attach to Trigger" support in a future version.
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Old 03-20-2006, 11:09 AM   #9
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It's fixed now, i've updated the first post... :)

Added Attach to Trigger, and added attach effect and attach point to the list too. Point was mostly added because not all people like to work with X and Y...

Made an Readme too, and the version number of the Executable is in that Readme too, along with contact information.
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Old 03-20-2006, 11:28 PM   #10
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Yep, approved!
Well done, MindWorX!
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Old 06-10-2006, 07:06 AM   #11
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excellent work!

But I'm quite want to know how you can insert a new trigger to the editor without changing others? MPQDraft will load the new trigger file instead of the orginal one, as I know. Are you used some plugins? would you please tell me ? Thank you!

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Old 06-10-2006, 09:31 AM   #12
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Quote:
Originally Posted by flyingsnow
excellent work!

But I'm quite want to know how you can insert a new trigger to the editor without changing others? MPQDraft will load the new trigger file instead of the orginal one, as I know. Are you used some plugins? would you please tell me ? Thank you!

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Old 06-16-2006, 09:28 PM   #13
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Can someone post a tutorial for this
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Old 07-01-2006, 10:55 AM   #14
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Lets see, i'm going to be away for some days now, but when i come back, i'll post a tut on how to make some different spells using this.
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Old 07-05-2006, 06:14 AM   #15
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So, lets say i store an integer in a timer with this. How do i retrieve said integer?
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