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CSCache 13.5 to drop Attacheable Sets support

06-28-2006, 01:18 AM#1
Vexorian
I have never used them and they just slowdown CleanAttachedVars and GetAttachedInt/Handle , I am going to drop those functions.

The only thing I know actually used attacheable sets is InvX, I am going to release a version of InvX without attacheable sets usage at the same time as next caster system version.

Has anyone ever used the attachable sets?
06-28-2006, 01:28 AM#2
shadow1500
ya their useless u have pools for that.
06-28-2006, 11:11 AM#3
FireFreak
i have another suggestion for next version of the CS. plz make it hide the casters that hold 'hidden' items, its not that nice to have a aure effect apearing at the map origin (well i could have used an ability that doesnt use them but i thought u sure hide em)
06-28-2006, 12:12 PM#4
Themerion
Never saw the use in attachable sets anyway...
06-28-2006, 12:57 PM#5
Vexorian
Quote:
Originally Posted by freakazoid
i have another suggestion for next version of the CS. plz make it hide the casters that hold 'hidden' items, its not that nice to have a aure effect apearing at the map origin (well i could have used an ability that doesnt use them but i thought u sure hide em)
Ouch, that's true. The problem is that unhiding casters cancels the effect of Aloc, hmnn, I guess adding invisibility would work, the only problem is that you wouldn't be able to share vision with neutral passive

--
I was sleeping and figured out that the aura template uses attacheable also something else uses attacheable sets but I can't remember right now.
06-29-2006, 11:53 AM#6
Chuckle_Brother
Just remove it and see what explodes.

As for unhiding casters, just remove Aloc from them and add it again and it will function perfectly.
06-29-2006, 01:23 PM#7
BertTheJasser
No.
06-29-2006, 01:37 PM#8
Chuckle_Brother
No to what? Cause about the explosion suggestion, I wasn't exactly serious you know.

If its about the locust issue, then yes, I am right, it works fine.
06-29-2006, 01:41 PM#9
Vexorian
If it doesn't work I can just use AddCaster and remove the caster instead of recyclable casters
06-29-2006, 04:21 PM#10
Chuckle_Brother
AGH! You don't believe me? Goddamnit people! Do a 3 second test:
Collapse JASS:
local unit u = CreateUnit(Player(0),'hfoo',0,0,0)
call UnitAddAbility(u,'Aloc')
call ShowUnit(u,false)
call ShowUnit(u,true)
call UnitRemoveAbility(u,'Aloc')
call UnitAddAbility(u,'Aloc')

You will see a unit that cannot be selected goddamnit.

If nobody believes me about this....well I am gonna need to go and get some food, cause this has me all worked up.
06-29-2006, 04:55 PM#11
FireFreak
Quote:
Originally Posted by FireFreak
i have another suggestion for next version of the CS. plz make it hide the casters that hold 'hidden' items, its not that nice to have a aure effect apearing at the map origin (well i could have used an ability that doesnt use them but i thought u sure hide em)

thats just a test, i dont get why vex post sais its by freakazoid

im not sure but maybe the horadric cube uses the sets
06-29-2006, 10:06 PM#12
Vexorian
Horadric cube uses pools.

--
I said "If it doesn't work" as in : "even if it doesn't work there is a fix"
06-30-2006, 12:36 PM#13
BertTheJasser
@Chuckle_Brother: I mean: "No, I have never used ... "
06-30-2006, 12:59 PM#14
Chuckle_Brother
*Thumbs up*