| 09-28-2004, 10:54 AM | #1 |
Previously I thought that ExecuteFunc just does not work in AI. But that is wrong. In fact it just looks in the wrong context for the function to call. That means you can use ExecuteFunc in AI to call functions from the trigger sphere like functions in Blizzard.j and the map script. |
| 09-28-2004, 07:45 PM | #2 |
Thats is interesting, But I thought you could always call funcs from blizz.j in the ai. Anyway more interesting would be if there could lead to some trick to being able to call Common.ai functions in the map script. Question: Can I use gamecache in AI? |
| 09-28-2004, 10:50 PM | #3 |
Yes, gamecache can be used in AI. In fact it is even the same gamecache as in trigger. That is why I use it for communication between AIs and triggers. Only the string returning gamecache native does not work as usual. |
| 09-28-2004, 11:20 PM | #4 |
But there is no real way that I can use to communicate in real time (i.e very small wait timer of 0 or so) the cost of a unit is there? |
| 09-29-2004, 09:45 AM | #5 |
Not that I am aware since the ExecuteFunc bug works in the other way unfortunately so for the price of a unit all that remains is polling and that takes time. |
| 09-29-2004, 06:58 PM | #6 |
Bleh then its a pipedream wait for them to add the cost triggers into common.j |
