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BoundSentinel Discussion

04-04-2009, 07:43 AM#1
Troll-Brain
I hope Vexorian will care about it now ...

Expand JASS:
04-05-2009, 09:31 AM#2
xXm0rpH3usXx
what is it good for?
i mean... who would like to crash the game entirely on purpose?
04-05-2009, 03:46 PM#3
akolyt0r
Quote:
Originally Posted by xXm0rpH3usXx
what is it good for?
i mean... who would like to crash the game entirely on purpose?
...custom missiles
and this system is basically by Vexorian ...but TrollBrain made this revision because he thinks Vex's has some issues (dunno excactly what... to lazy to read that thread.)
04-05-2009, 04:03 PM#4
darkwulfv
Why is this:
Collapse JASS:
if(x>maxx) then
           call SetUnitX(u,maxx)
           set u = null
           return false
       elseif(x<minx) then
           call SetUnitX(u,minx)
           set u = null
           return false
       endif

Different from this?
Collapse JASS:
       if(y>maxy) then
           call SetUnitY(u,maxy)
       elseif(y<miny) then
           call SetUnitY(u,miny)
       endif

Why does the first null and return false, but the second does not?
04-05-2009, 07:52 PM#5
Rising_Dusk
Vex should fix it, I agree, but I don't think submitting a 'fixed' version is the way to get him to do it.
04-05-2009, 08:35 PM#6
Troll-Brain
@darkwulfv : For speed freak.

Even if you use SetUnitX / SetUnitY (X and Y outside the allowed area) in a same function without any wait beetween them, the trigger will run twice.
Now, imagine what's happen when the trigger is running because of SetUnitX or SetUnitY.

@Rising_Dusk : Sure, but should i make a triple post ?
04-05-2009, 08:43 PM#7
Rising_Dusk
Have you tried sending him a PM?
04-05-2009, 08:53 PM#8
Troll-Brain
No i didn't try, i guess he has many pms and don't read all of them.
But meh delete this thread if you think you have to do it.
04-06-2009, 04:02 AM#9
Here-b-Trollz
Quote:
Originally Posted by Troll-Brain
Expand JASS:
04-06-2009, 03:06 PM#10
Vexorian
After fixing the lack of "boolean", it crashes on xe's map when using ALLOW_OUTSIDE_..=true , and shooting a missile towards the top and without it, it looks very bad.
04-06-2009, 04:27 PM#11
Troll-Brain
@Here-b-Trollz : Fixed, thx.

@Vexorian : Fixed the lack of "boolean"

Quote:
it crashes on xe's map when using ALLOW_OUTSIDE_..=true
AFAIK it crash when an unit is outside the playable map area AND you try to give it several orders in a short time, but it doesn't happen all the time, i'm too lazy to really test if it's random or if depends some special cases, and maybe there are other issues.

Quote:
and shooting a missile towards the top and without it, it looks very bad
I don't see why you would need to move it outside the playable map area.
You don't allow it for the left and the right in your version.

But if allow moving an unit a little outside the playable map area is really usefull, then i can add a constant like you.

EDIT : Anyway it's your library, you have all the keys.
04-06-2009, 05:00 PM#12
Vexorian
Quote:
AFAIK it crash when an unit is outside the playable map area AND you try to give it several orders in a short time
No orders involved.
04-06-2009, 07:06 PM#13
Rising_Dusk
Why in the world are you updating your script, Troll? I mean, really, what was 'wrong' with Vex's script in simple terms and after that will Vex fix it if it's indeed wrong. That's really the only discussion that needs to happen here.
04-06-2009, 08:26 PM#14
Troll-Brain
Quote:
Originally Posted by Rising_Dusk
Why in the world are you updating your script, Troll? I mean, really, what was 'wrong' with Vex's script in simple terms and after that will Vex fix it if it's indeed wrong. That's really the only discussion that needs to happen here.
Sure, i simply fix errors when i know them.

@Vexorian :
Could you post your script plz, i'm curious of what thing can crash.
04-06-2009, 11:00 PM#15
Vexorian
Turtle rock, then use SetUnitX/SetUnitY to move a missile towards a direction, point top. I think that relying only on world bounds causes the crash. Alternatively, you can pick xe's map, then change double green fire so their expiration times are rather large, shoot this missiles towards the top with a slight deviation to the right, then wait, it takes a while but it crashes.