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Local Handle Vars for GUI

03-13-2006, 11:41 AM#1
MindWorX
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:
Zoom (requires log in)

EDIT:
Fixed a bug with the Load integer from Unit.
Attached Images
File type: gifmpqdraft.gif (1.3 KB)
File type: jpgexample.jpg (15.8 KB)
Attached Files
File type: zipGUI Handle Vars.zip (283.4 KB)
03-14-2006, 05:59 PM#2
Tim.
I'm sure Vex will have a look at this, but please attach some form of image to make the site layout happy.
03-14-2006, 07:27 PM#3
MindWorX
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.
03-17-2006, 03:49 PM#4
Chuckle_Brother
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
03-17-2006, 04:32 PM#5
MindWorX
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...
03-17-2006, 06:16 PM#6
Tim.
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.
03-17-2006, 06:23 PM#7
Chuckle_Brother
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. [email protected], 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.
03-17-2006, 07:03 PM#8
PitzerMike
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.
03-20-2006, 11:09 AM#9
MindWorX
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.
03-20-2006, 11:28 PM#10
PitzerMike
Yep, approved!
Well done, MindWorX!
06-10-2006, 07:06 AM#11
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!
06-10-2006, 09:31 AM#12
MindWorX
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!

PM Sent
06-16-2006, 09:28 PM#13
Freakazoid
Can someone post a tutorial for this
07-01-2006, 10:55 AM#14
MindWorX
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.
07-05-2006, 06:14 AM#15
Pheonix-IV
So, lets say i store an integer in a timer with this. How do i retrieve said integer?