| 04-18-2004, 07:03 AM | #1 |
ok, i have (as the title says) 463 compile errors, but none of them highlight any "damaged" code (?) so im having a hard time isolating the problem(s), anyways, here are the triggers i think might be causing it, but i dont see anything wrong with them (im relatively new to JASS, so hopefully someone else can help me) Mystic Retaliation effect: Code:
function Trig_Mystic_Retaliation_effect_Actions takes nothing returns nothing
local integer x = GetRandomInt(1, 100)
local location heroPoint = GetUnitLoc(gg_unit_E003_0036)
local location targetPoint = GetUnitLoc(GetAttacker())
local unit whichCaster
local unit whichAttacker = GetAttacker()
local player whichOwner= GetOwningPlayer(gg_unit_E003_0036)
if ( not ( x <= ( 20 + ( GetUnitAbilityLevelSwapped('A00L', gg_unit_E003_0036) * 5 ) ) ) ) then
call CreateNUnitsAtLoc( 1, 'o002', whichOwner, heroPoint, AngleBetweenPoints(heroPoint, targetPoint) )
set whichCaster = GetLastCreatedUnit()
call IssueTargetOrder( whichCaster, "faeriefire", whichAttacker )
endif
call RemoveLocation(heroPoint)
call RemoveLocation(targetPoint)
set whichAttacker = null
set heroPoint = null
set targetPoint = null
set whichOwner = null
call TriggerSleepAction( 1.00 )
call RemoveUnit(whichCaster)
set whichCaster = null
endfunction
//===========================================================================
function InitTrig_Mystic_Retaliation_effect takes nothing returns nothing
set gg_trg_Mystic_Retaliation_effect = CreateTrigger( )
call DisableTrigger( gg_trg_Mystic_Retaliation_effect )
call TriggerRegisterUnitEvent( gg_trg_Mystic_Retaliation_effect, gg_unit_E003_0036, EVENT_UNIT_ATTACKED )
call TriggerAddAction( gg_trg_Mystic_Retaliation_effect, function Trig_Mystic_Retaliation_effect_Actions )
endfunctionHero Move: Code:
function Trig_Hero_Move_Actions takes nothing returns nothing local location whichPoint = PolarProjectionBJ(Location(0.00, 0), GetRandomReal(70.00, 2400.00), GetRandomDirectionDeg()) local unit whichHero = GetChangingUnit() local player whichPlayer = GetOwningPlayer(GetChangingUnit()) local integer x = GetConvertedPlayerId(GetOwningPlayer(GetChangingUnit())) if ( not ( RectContainsUnit(gg_rct_Hero_Pick_Area, GetChangingUnit()) == true ) ) then call SetUnitPositionLoc( whichHero, whichPoint ) call PanCameraToTimedLocForPlayer( whichPlayer, whichPoint, 0.00 ) call SetUnitManaPercentBJ( whichUnit, 100 ) call CreateFogModifierRadiusLocBJ( true, whichPlayer, FOG_OF_WAR_VISIBLE, Location(0, 0), 2500.00 ) set udg_player_heros[x] = whichHero if ( not ( whichHero == gg_unit_E006_0045 ) ) then call SetPlayerAbilityAvailableBJ( false, 'A018', whichPlayer ) endif if ( not ( whichHero == gg_unit_E003_0036 ) ) then call SetPlayerAbilityAvailableBJ( false, 'A00P', whichPlayer ) endif endif call SetHeroLevelBJ( whichHero, 1, false ) call ModifyHeroSkillPoints( whichHero, bj_MODIFYMETHOD_SET, 1 ) call RemoveLocation(whichPoint) set whichHero = null set whichPlayer = null set whichPoint = null endfunction //=========================================================================== function InitTrig_Hero_Move takes nothing returns nothing set gg_trg_Hero_Move = CreateTrigger( ) call TriggerRegisterAnyUnitEventBJ( gg_trg_Hero_Move, EVENT_PLAYER_UNIT_CHANGE_OWNER ) call TriggerAddAction( gg_trg_Hero_Move, function Trig_Hero_Move_Actions ) endfunction ArenaInit Code:
function Trig_ArenaInit_Actions takes nothing returns nothing local location whichPoint local integer i = 0 loop exitwhen i > 10 if ( IsPlayerInForce(ConvertedPlayer(i), udg_Team1) ) then set whichPoint = GetRandomLocInRect(udg_Team1Rect) if ( IsUnitAliveBJ(udg_player_heros[i]) ) then call SetUnitPositionLoc( udg_player_heros[i], whichPoint ) elseif ( IsUnitDeadBJ(udg_player_heros[i]) ) then call ReviveHeroLoc( udg_player_heros[i], whichPoint, false ) endif elseif ( IsPlayerInForce(ConvertedPlayer(i), udg_Team2) ) then set whichPoint = GetRandomLocInRect(udg_Team2Rect) if ( IsUnitAliveBJ(udg_player_heros[i]) ) then call SetUnitPositionLoc( udg_player_heros[i], whichPoint ) elseif ( IsUnitDeadBJ(udg_player_heros[i]) ) then call ReviveHeroLoc( udg_player_heros[i], whichPoint, false ) endif endif call SetUnitLifePercentBJ( udg_player_heros[i], 100 ) call SetUnitManaPercentBJ( udg_player_heros[i], 100 ) call UnitResetCooldown( udg_player_heros[i] ) call UnitRemoveBuffsExBJ( bj_BUFF_POLARITY_EITHER, bj_BUFF_RESIST_EITHER, udg_player_heros[i], true, false ) call PanCameraToTimedLocForPlayer( ConvertedPlayer(i), whichPoint, 0 ) call RemoveLocation(whichPoint) set i = i + 1 endloop call RemoveLocation( whichPoint ) set whichPoint = null endfunction //=========================================================================== function InitTrig_ArenaInit takes nothing returns nothing set gg_trg_ArenaInit = CreateTrigger( ) call TriggerAddAction( gg_trg_ArenaInit, function Trig_ArenaInit_Actions ) endfunction that should be it, i think, but like i said, i didnt notice anything wrong with them. any help is most welcome. |
| 04-18-2004, 08:11 AM | #2 |
Eh, don't panic at the WE compiler, it very often gives you 100's or even 1000's of compile error becouse of a single problem. When you get compile errors in WE, just take them on, 1 by 1, starting at the top. If you need help, paste the function the error pointed at, including most related functions, and highlight the line that WE complaints about. Cubasis |
| 04-18-2004, 05:25 PM | #3 |
this is the problem, absolutely none of the errors point to any function. thats where im so screwed :( |
| 04-18-2004, 06:54 PM | #4 |
Are you sure it isn't in the map specific custom code box in you map? |
| 04-25-2004, 12:59 AM | #5 | ||
Quote:
you want to go through the jass line by line manually making sure there arnt any subtile errors then if everything still looks perfect run it through a few syntax checkers: http://jass.sourceforge.net/download.shtml <-- is the best i've found Katana also has a syntax checker but it sux. hope that helped! have fun debugging ^_^ Quote:
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