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A few question for Vexorian

09-16-2006, 07:35 PM#1
SnowDinos
Hi, I was reading the version history and I saw dat you stated that a few old spells might not be working and you will try to update it so it works wif the latest caster system. If that is so, you may try to look into chain burning and ice nova(the one where it freezes enemy into block of ice)

I took lots of your spells and put them all into the same map, and after updating to caster system 13.8, only the above 2 i mention have problem. I manage to load the map without any compile error. So does that mean those 2 spells do not work because it needs to be rework to match the new caster system?

Also, your hydra spell seems to be buggy too. After fooling around with it, some of the hydra will just appear but will not attack, neither will it disappear after duration is up. I guess there is some error with your timer code?

Also, you mention that lightning elemental has a problem with devour spell? Why dun just make the lightning elemental a higher lv unit and thus they cant be devour? That will save you the trouble of figuring a way to fix the bug using the code?

Hope to hear from you soon and hope my feedback helps.
09-16-2006, 07:52 PM#2
Vexorian
It is a bug with blizzard's code, I thought that the wrapper function was working, if not I am gonna go check it. Although I tested hydra a lot of times.

I don't think the chain template used attacheable sets, so maybe it was something else.

On lightning elemental You are free to do so or you can just add resistant skin to the elemental. Or just remove devour it is an useless spell.

Edit: RagingCharge calls DestroyTrigger , are you sure you didn't cast RagingCharge before casting the hydra that bugged out?
09-17-2006, 07:58 AM#3
SnowDinos
Yes, I did cast raging charge too. Was testing out the spells. I was casting hydra all over the map to kill the creeps, and 2 or 3 hydra cast was bugged like what I mention. However, the bug hydra was not right after a raging charge cast.

The main bug seems to be that your hydra animation do not get remove after duration is up. This could have something to do with me spamming hydra. The error seems random, but as long as I keep casting hydra, eventually, one hydra will be left. I lured creep near the hydra and it did not attack, so I guess its just a left over animation.

Quote:I don't think the chain template used attacheable sets, so maybe it was something else.

So does that mean all your old spells will still work with the new caster system? Cause all spells works when I am using version 12.7. Haha quite a big gap. But I notice you stated something in version history 13.6 about some spells not working.

PS: Both chain burning and ice nova, I am not using spell template. Its just the trigger. Guess the spells are rather old, before you started your template.
09-17-2006, 12:13 PM#4
Vexorian
Quote:
the bug hydra was not right after a raging charge cast.
The destroytrigger bug can affect spells like that.

Quote:
The main bug seems to be that your hydra animation do not get remove after duration is up. This could have something to do with me spamming hydra. The error seems random, but as long as I keep casting hydra, eventually, one hydra will be left. I lured creep near the hydra and it did not attack, so I guess its just a left over animation.
That's not the main bug, the main bug is a bug with wc3's engine that screws up handle indexes so code that should work fails because war3 is coded like crap.

I think I misread chain burning and ice nova as the names of spells that came from chain template.

But chain burning and ice nova do not use Attacheable Sets at all. They should work, so are you actually copying the new CSCache and required variables when updating the caster system? You also have to update the model and the dummy unit
09-17-2006, 05:05 PM#5
SnowDinos
Hmm ok. Just trying my best to feedback after using your spells, even though I know nothing about jass. Pardon me when I do not make sense when giving feedback :)



Regarding the two spells... In my map, I have caster system 12.7 and lots of your old spells, along with a few other jass spells. In the custom script area, there is only katana's old handle vars script too.

After you shifted from thehelper.net, I did not come back here to check for new updates until recently. Therefore, the only change I made to my map was to update caster system from version 12.7 to 13.8. Not sure if existing spells will conflict but before updating, there was no conflict for all spells.

Yes, I import the new dummy model and I paste the cscache before the caster system script. Katana's handle vars is right at the top. I believe I implement the system correctly, as I have got it right all along. The extra thing to ensure is the cscache script is above your caster system script right?

Also, rest of your spells,(all of them depend on caster system) works. So I doubt any will work if I fail to implement the caster system correctly.

So from what I understand from your previous post, all spells from you using the caster system will continue to work unless they contains Attacheable Sets?

Maybe you would like to read thru the trigger? If you would pls tell me where you would like me to post it and in what format.
09-22-2006, 01:48 PM#6
Vexorian
If by not working you don't mean "syntax errors" (what I thought you were meaning) but "failing absurdly", then you are right, there is a bug in the Collision Missiles constructor that causes the thread to crash when used CreatedNewCaster .
09-23-2006, 07:43 AM#7
SnowDinos
Ya its not syntax error. The bugged spells I mention, I am able to cast it too. Just that when I cast, no missle appears and therefore, the spells does not take effect. No crash or error is shown.

Anyway, is this the part:


function ChainBurning_ChangeDir takes unit c,unit u, unit t, group log, integer l, integer dop,string k returns nothing
local group g=CreateGroup()
local unit p
local unit cl
local real td
local real d=0x0FFFFFFF
local real x=GetUnitX(c)
local real y=GetUnitY(c)

call GroupEnumUnitsInRange(g,x,y,ChainBurning_DetectArea(l),null)
loop
set p=FirstOfGroup(g)
exitwhen (p==null)
call GroupRemoveUnit(g,p)
if not(IsUnitInGroup(p,log)) and (GetDamageFactorByOptions(u,p,dop)!=0) then
set td=Pow(x-GetUnitX(p) ,2)+Pow(y-GetUnitY(p),2)
if (td<d) then
set d=td
set cl=p
endif
endif
endloop
if (cl!=null) then
call CollisionMissile_SetDirAngle(c,Atan2BJ(GetUnitY(cl)-y,GetUnitX(cl)-x))
endif
call CollisionMissile_ResetMaxDist(c,ChainBurning_MaxDist(l))
call DestroyGroup(g)
set g=null
set cl=null
set p=null
endfunction
09-23-2006, 12:02 PM#8
Vexorian
the part of what? And it should have been solved by version 13.9
09-23-2006, 12:47 PM#9
SnowDinos
You are right. Sorry I never test it out on 13.9 first.

You amaze me. I know nothing about jass and what I said was so vague yet you manage to figure out the error. :) Once again, thanx for fixing whatever it was and thanx for your caster system.

You never once disappoint the wc3 modding community. :)