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1
Site News & Updates / Happy New Year 2017 From Blizzmod!!!
« Last post by moyack on December 31, 2016, 10:50:55 PM »


Hello my fellow Blizzmoders:

I wish to send you a huge wishes and expecting that your projects in the upcoming 2017 will be successful. I hope the best to happen in your life for all of you.

This year in Warcraft III has been a little bit odd, more or less good for us. Appearing a new patch (2 times) in this year is proving that Blizzard Entertainment is thinking in the WC3 community and it has been a great push to continue or advance in new map projects. The big change in the possibility to play larger maps in file size (~128MB) opens possibilities to new ideas.

But the latest patch (1.27b) put us into a new challenge in terms of advanced modding using JNGP, because now the update comes with new features in the editor, something not seen since a long time. I'm working in overcoming this, with the risk of changing the way JNGP always has worked on. It's probably we have to lose some features (USMWE) temporally in order to adapt it into the new conditions offered in the game.

I'll do a last update of JNGP in order to make it functional with the latest patch, but a harder work is being done in order to adapt the current techniques into a more efficient and flexible tool than JNGP itself. Please just stay tuned.
2
Site News & Updates / Re: Wacraft III: has been updated... again (Patch 1.27b is live)
« Last post by moyack on December 17, 2016, 07:20:44 AM »
This is great honestly, i'm waiting for jngp to support this patch so much
I'm deeply working on this. The difference with other patches is that now they messed with World Editor and it implies more work and investigation to do. For that reason I beg some patience :)

By the moment, the community can help me by informing which bugs are present in the current JNGP with the new patch.
3
This is great honestly, i'm waiting for jngp to support this patch so much
4
Site News & Updates / Wacraft III: has been updated... again (Patch 1.27b is live)
« Last post by moyack on December 13, 2016, 10:02:54 PM »
Blizzard has made it again!!! Warcraft III Patch 1.27b is now live!!!


Hello my fellow Blizzmodders:

Blizzard Entertainment is really decided to change the perspectives with Warcraft III, this year we faced the arrival of patch 1.27 after several, several.... and several years without thinking in this community. And now, some months ago we have a new patch in the process. Now we need to say: WOOOWW.

It's great that Blizzard is thinking in us, and the new features were not clear at the beginning of the upgrade process in the BNet servers, but now, they have clarified some of them:

  • Specific Changes & Improvements: Not totally clear... simple phrase that implies the obvious...

  • Bug fixes and General Maintenance: more obviousness.... more blabla....

  • Raised file size limit from 8mb to 128mb: That's a big, big great thing!!!!! For a very long time, one of the most desired wishes in WC3 mapping and modding community was the override of this limitation. In 2003 with the still bipping modems connections thinking in maps bigger than 8MB was a considerable and necessary limitation, but now with LAN connections this thing became into a restriction for greater ideas. This will definitely open opportunities to bigger map projects and raise the development in this platform into a new paradigm. Well done Blizzard  :) !!!

  • Added Script Verify to World Editor: WHAT!!!!!!! let's read again.... WHAAAAAT!!!!!! Yes and definitely yes: they are thinking in jassers (I still can't believe it), they've implemented something like a native PJASS to the editor to check script errors, YAY!!!!..... but... it's a shame it comes too late, and the worst thing is that it only checks the written code in triggers instead of the compiled code. This for vJASSERS is again... USELESS. Nice try Blizzard, we recognize your effort  ;D


    Hmmm, shiny and sparky button...

    But it could help to GUIers to understand JASS in a vanilla way.... hmmm...

  • Custom blp files will no longer crash on Mac: Well, this is something nice to hear from the development team behind WC3, this annoying bug in MAC limited these Apple guys to play custom maps with customs BLPs, crashing the game experience. For this, we just have to say thanks BLizzard  ;)

With this we have to recognize the interest in Blizzard in retake an audience which have been loyal to WC3, a community which has waited for a long time to be heard and this wait is bringing a a good outcome. Big hugs to the WC3 community!!!

The 1.27b patch and JNGP.

Now, what's the coming evolution in the Warcraft III gaming community, I feel the development could arise again, showing new opportunities to old ideas gone for the map size limitations. This brings a new hope and fuel the mapping tradition behind WC3. About JNGP, now I have to put work again to check any incompatibilities or bugs for the new patch. If you find something, please report it in the official thread and help bring the opportunity to make great maps (literally) again!!

Now let's hear your thoughts about this nice moment. Don't forget to share :)
5
Codes & Snippets / Re: BoolexprUtils
« Last post by moyack on November 08, 2016, 09:15:32 AM »
simple, but effective ;)

Good job!
6
Codes & Snippets / BoolexprUtils
« Last post by AGD on November 08, 2016, 08:04:14 AM »
True and False BooleanExpressions

Credits goes to Vexorian for the first idea.


Vjass version
Code: jass  [Select]
  1. library BoolexprUtils
  2.  
  3.     globals
  4.         boolexpr BOOLEXPR_TRUE
  5.         boolexpr BOOLEXPR_FALSE
  6.     endglobals
  7.  
  8.     private module Init
  9.  
  10.         private static method filterTrue takes nothing returns boolean
  11.             return true
  12.         endmethod
  13.  
  14.         private static method filterFalse takes nothing returns boolean
  15.             return false
  16.         endmethod
  17.  
  18.         private static method onInit takes nothing returns nothing
  19.             set BOOLEXPR_TRUE = Filter(function thistype.filterTrue)
  20.             set BOOLEXPR_TRUE = Filter(function thistype.filterFalse)
  21.         endmethod
  22.  
  23.     endmodule
  24.  
  25.     private struct S extends array
  26.         implement Init
  27.     endstruct
  28.  
  29. endlibrary

Zinc version
Code: jass  [Select]
  1. //! zinc
  2. library BoolexprUtils {
  3.  
  4.     public boolexpr BOOLEXPR_TRUE, BOOLEXPR_FALSE;
  5.  
  6.     module Init {
  7.         static method onInit() {
  8.             BOOLEXPR_TRUE = Filter(function() -> boolean {return true;});
  9.             BOOLEXPR_FALSE = Filter(function() -> boolean {return false;});
  10.         }
  11.     }
  12.  
  13.     struct S extends array {module Init;}
  14.  
  15. }
  16. //! endzinc
7
Codes & Snippets / Re: UnitRecycler
« Last post by AGD on November 05, 2016, 09:25:50 AM »
Oh, nice to know that you already have conceived the concept a long time ago =D Though the two resources have a bit different approach.
Btw, mine does not account for summoned units and structures yet.
8
Codes & Snippets / Re: UnitRecycler
« Last post by moyack on November 02, 2016, 10:51:45 AM »
Nice!!! a unit recycler system :)

This remembers an old one I did with Damage detection integrated. Here's the link: http://blizzardmodding.info/4529/system-unit-recycler-simple-damage-detection-system/

One thing to know: is this system capable to manage buildings and summoned units?
9
Codes & Snippets / UnitRecycler
« Last post by AGD on November 02, 2016, 03:36:36 AM »
A useful library which allows you to recycle units (even dead ones, but they must leave a corpse), avoiding yet another permanent 0.04kb memory leak for each future CreateUnit() call.


Script
Code: jass  [Select]
  1. library UnitRecycler /* v1.3b
  2.  
  3.  
  4.     |=============|
  5.     | Author: AGD |
  6.     |=============|
  7.  
  8.     */requires /*
  9.  
  10.     */ReviveUnit                        /*  http://www.hiveworkshop.com/threads/snippet-reviveunit.186696/
  11.     */UnitDex                           /*  http://www.hiveworkshop.com/threads/system-unitdex-unit-indexer.248209/
  12.     */optional Table                    /*  http://www.hiveworkshop.com/threads/snippet-new-table.188084/
  13.     */optional TimerUtils               /*  http://www.wc3c.net/showthread.php?t=101322
  14.     */optional RegisterPlayerUnitEvent  /*  http://www.hiveworkshop.com/threads/snippet-registerevent-pack.250266/
  15.  
  16.     This system is important because CreateUnit() is one of the most processor-intensive function in
  17.     the game and there are reports that even after they are removed, they still leave some bit of memory
  18.     consumption (0.04 KB) on the RAM. Therefore it would be very helpful if you can minimize unit
  19.     creation or so. This system also allows you to recycle dead units to avoid permanent 0.04 KB memory
  20.     leak for each future CreateUnit() call.                                                                 */
  21.  
  22. //! novjass
  23.  
  24.     [Credits]
  25.         Aniki - For suggesting ideas on further improvements
  26.  
  27.  
  28.     |-----|
  29.     | API |
  30.     |-----|
  31.  
  32.         function GetRecycledUnit takes player owner, integer rawCode, real x, real y, real facing returns unit/*
  33.             - Returns unit of specified ID from the stock of recycled units. If there's none in the stock that
  34.               matched the specified unit's rawcode, it will create a new unit instead
  35.             - Returns null if the rawcode's unit-type is a hero or non-existent
  36.  
  37.       */function GetRecycledUnitEx takes player owner, integer rawCode, real x, real y, real facing returns unit/*
  38.             - Works similar to GetRecycledUnit() except that if the input rawcode's unit-type is a hero, it will
  39.               be created via CreateUnit() instead
  40.             - You can use this as an alternative to CreateUnit()
  41.  
  42.       */function RecycleUnit takes unit u returns boolean/*
  43.             - Recycles the specified unit and returns a boolean value depending on the success of the operation
  44.             - Does nothing to hero units
  45.  
  46.       */function RecycleUnitEx takes unit u returns boolean/*
  47.             - Works similar to RecycleUnit() except that if <u> is not recyclable, it will be removed via
  48.               RemoveUnit() instead
  49.             - You can use this as an alternative to RemoveUnit()
  50.  
  51.       */function RecycleUnitDelayed takes unit u, real delay returns nothing/*
  52.             - Recycles the specified unit after <delay> seconds
  53.  
  54.       */function RecycleUnitDelayedEx takes unit u, real delay returns nothing/*
  55.             - Works similar to RecycleUnitDelayed() except that it calls RecycleUnitEx() instead of RecycleUnit()
  56.  
  57.       */function UnitAddToStock takes integer rawCode returns boolean/*
  58.             - Creates a unit of type ID and adds it to the stock of recycled units then returns a boolean value
  59.               depending on the success of the operation
  60.  
  61. *///! endnovjass
  62.  
  63.     //CONFIGURATION SECTION
  64.  
  65.  
  66.     globals
  67.  
  68. /*      The owner of the stocked/recycled units
  69. */      private constant player OWNER               = Player(15)
  70.  
  71. /*      Determines if dead units will be automatically recycled
  72.         after a delay designated by the <constant function
  73.         DeathTime below>
  74. */      private constant boolean AUTO_RECYCLE_DEAD  = true
  75.  
  76. /*      Error debug message prefix
  77. */      private constant string ERROR_PREFIX        = "|CFFFF0000Operation Failed: "
  78.  
  79.     endglobals
  80.  
  81.     /* The delay before dead units will be recycled in case AUTO_RECYCLE_DEAD == true */
  82.     static if AUTO_RECYCLE_DEAD then
  83.         private constant function DeathTime takes unit u returns real
  84.             /*if <condition> then
  85.                   return someValue
  86.               elseif <condition> then
  87.                   return someValue
  88.               endif                 */
  89.             return 8.00
  90.         endfunction
  91.     endif
  92.  
  93.     /* When recycling a unit back to the stock, these resets will be applied to the
  94.        unit. You can add more actions to this or you can delete this textmacro if you
  95.        don't need it.                                                                       */
  96.         //! textmacro_once UNIT_RECYCLER_RESET
  97.             call SetUnitScale(u, 1, 0, 0)
  98.             call SetUnitVertexColor(u, 255, 255, 255, 255)
  99.             call SetUnitFlyHeight(u, GetUnitDefaultFlyHeight(u), 0)
  100.         //! endtextmacro
  101.  
  102.  
  103.     //END OF CONFIGURATION
  104.  
  105.     /*==== Do not do changes below this line if you're not so sure on what you're doing ====*/
  106.     native UnitAlive takes unit u returns boolean
  107.  
  108.     globals
  109.         private keyword S
  110.         private integer count = 0
  111.         private real unitCampX
  112.         private real unitCampY
  113.         private integer array stack
  114.         private boolean array stacked
  115.     endglobals
  116.  
  117.     private function GetIndex takes integer rawCode returns integer
  118.         static if LIBRARY_Table then
  119.             local integer i = S.table.integer[rawCode]
  120.             if i == 0 then
  121.                 set count = count + 1
  122.                 set S.table.integer[rawCode] = count
  123.                 set i = count
  124.             endif
  125.         else
  126.             local integer i = LoadInteger(S.hash, -1, rawCode)
  127.             if i == 0 then
  128.                 set count = count + 1
  129.                 call SaveInteger(S.hash, -1, rawCode, count)
  130.                 set i = count
  131.             endif
  132.         endif
  133.         return i
  134.     endfunction
  135.  
  136.     static if DEBUG_MODE then
  137.         private function Debug takes string msg returns nothing
  138.             call DisplayTimedTextToPlayer(GetLocalPlayer(), 0, 0, 60, "|CFFFFCC00[Unit Recycler]|R " + msg)
  139.         endfunction
  140.     endif
  141.  
  142.     function GetRecycledUnit takes player owner, integer rawCode, real x, real y, real facing returns unit
  143.         local integer i
  144.         if not IsHeroUnitId(rawCode) then
  145.             set i = GetIndex(rawCode)
  146.             if stack[i] == 0 then
  147.                 set bj_lastCreatedUnit = CreateUnit(owner, rawCode, x, y, facing)
  148.                 debug call Debug(GetUnitName(bj_lastCreatedUnit) + " stock is empty, creating new " + GetUnitName(bj_lastCreatedUnit))
  149.             else
  150.                 static if LIBRARY_Table then
  151.                     set bj_lastCreatedUnit = S.hash[i].unit[stack[i]]
  152.                 else
  153.                     set bj_lastCreatedUnit = LoadUnitHandle(S.hash, i, stack[i])
  154.                 endif
  155.                 set stacked[GetUnitId(bj_lastCreatedUnit)] = false
  156.                 call PauseUnit(bj_lastCreatedUnit, false)
  157.                 call SetUnitOwner(bj_lastCreatedUnit, owner, true)
  158.                 call SetUnitPosition(bj_lastCreatedUnit, x, y)
  159.                 call SetUnitFacing(bj_lastCreatedUnit, facing)
  160.                 set stack[i] = stack[i] - 1
  161.                 debug call Debug("Retrieving " + GetUnitName(bj_lastCreatedUnit) + " from stock")
  162.             endif
  163.             debug if bj_lastCreatedUnit == null then
  164.                 debug call Debug(ERROR_PREFIX + "Specified unit-type does not exist")
  165.             debug endif
  166.         else
  167.             debug call Debug(ERROR_PREFIX + "Attemp to retrieve a hero unit")
  168.             return null
  169.         endif
  170.         return bj_lastCreatedUnit
  171.     endfunction
  172.  
  173.     function GetRecycledUnitEx takes player owner, integer rawCode, real x, real y, real facing returns unit
  174.         if not IsHeroUnitId(rawCode) then
  175.             return GetRecycledUnit(owner, rawCode, x, y, facing)
  176.         endif
  177.         debug call Debug("Cannot retrieve a hero unit, creating new unit")
  178.         return CreateUnit(owner, rawCode, x, y, facing)
  179.     endfunction
  180.  
  181.     function RecycleUnit takes unit u returns boolean
  182.         local integer rawCode = GetUnitTypeId(u)
  183.         local integer uDex = GetUnitId(u)
  184.         local integer i
  185.         if not IsHeroUnitId(rawCode) and not stacked[uDex] and u != null then
  186.             set i = GetIndex(rawCode)
  187.             if not UnitAlive(u) and not ReviveUnit(u) then
  188.                 debug call Debug(ERROR_PREFIX + "Unable to recycle unit: Unable to revive dead unit")
  189.                 return false
  190.             endif
  191.             set stacked[uDex] = true
  192.             call PauseUnit(u, true)
  193.             call SetUnitOwner(u, OWNER, true)
  194.             call SetUnitX(u, unitCampX)
  195.             call SetUnitY(u, unitCampY)
  196.             call SetUnitFacing(u, 270)
  197.             call SetWidgetLife(u, GetUnitState(u, UNIT_STATE_MAX_LIFE))
  198.             call SetUnitState(u, UNIT_STATE_MANA, GetUnitState(u, UNIT_STATE_MAX_MANA))
  199.             //! runtextmacro optional UNIT_RECYCLER_RESET()
  200.             set stack[i] = stack[i] + 1
  201.             static if LIBRARY_Table then
  202.                 set S.hash[i].unit[stack[i]] = u
  203.             else
  204.                 call SaveUnitHandle(S.hash, i, stack[i], u)
  205.             endif
  206.             debug call Debug("Successfully recycled " + GetUnitName(u))
  207.             return true
  208.         debug else
  209.             debug if stacked[uDex] then
  210.                 debug call Debug(ERROR_PREFIX + "Attempt to recycle an already recycled unit")
  211.             debug elseif u == null then
  212.                 debug call Debug(ERROR_PREFIX + "Attempt to recycle a null unit")
  213.             debug else
  214.                 debug call Debug(ERROR_PREFIX + "Attempt to recycle a hero unit")
  215.             debug endif
  216.         endif
  217.         return false
  218.     endfunction
  219.  
  220.     function RecycleUnitEx takes unit u returns boolean
  221.         if not RecycleUnit(u) then
  222.             call RemoveUnit(u)
  223.             debug call Debug("Cannot recycle the specified unit, removing unit")
  224.             return false
  225.         endif
  226.         return true
  227.     endfunction
  228.  
  229.     //! textmacro DELAYED_RECYCLE_TYPE takes EX
  230.     private function RecycleTimer$EX$ takes nothing returns nothing
  231.         local timer t = GetExpiredTimer()
  232.         static if LIBRARY_TimerUtils then
  233.             call RecycleUnit$EX$(GetUnitById(GetTimerData(t)))
  234.             call ReleaseTimer(t)
  235.         else
  236.             local integer key = GetHandleId(t)
  237.             static if LIBRARY_Table then
  238.                 call RecycleUnit$EX$(S.hash[0].unit[key])
  239.                 call S.hash[0].remove(key)
  240.             else
  241.                 call RecycleUnit$EX$(LoadUnitHandle(S.hash, 0, key))
  242.                 call RemoveSavedHandle(S.hash, 0, key)
  243.             endif
  244.             call DestroyTimer(t)
  245.         endif
  246.         set t = null
  247.     endfunction
  248.  
  249.     function RecycleUnitDelayed$EX$ takes unit u, real delay returns nothing
  250.         static if LIBRARY_TimerUtils then
  251.             call TimerStart(NewTimerEx(GetUnitId(u)), delay, false, function RecycleTimer$EX$)
  252.         else
  253.             local timer t = CreateTimer()
  254.             static if LIBRARY_Table then
  255.                 set S.hash[0].unit[GetHandleId(t)] = u
  256.             else
  257.                 call SaveUnitHandle(S.hash, 0, GetHandleId(t), u)
  258.             endif
  259.             call TimerStart(t, delay, false, function RecycleTimer$EX$)
  260.             set t = null
  261.         endif
  262.     endfunction
  263.     //! endtextmacro
  264.  
  265.     //! runtextmacro DELAYED_RECYCLE_TYPE("")
  266.     //! runtextmacro DELAYED_RECYCLE_TYPE("Ex")
  267.  
  268.     function UnitAddToStock takes integer rawCode returns boolean
  269.         local unit u
  270.         local integer i
  271.         if not IsHeroUnitId(rawCode) then
  272.             set u = CreateUnit(OWNER, rawCode, unitCampX, unitCampY, 270)
  273.             if u != null then
  274.                 set i = GetIndex(rawCode)
  275.                 call SetUnitX(u, unitCampX)
  276.                 call SetUnitY(u, unitCampY)
  277.                 call PauseUnit(u, true)
  278.                 set stacked[GetUnitId(u)] = true
  279.                 set stack[i] = stack[i] + 1
  280.                 static if LIBRARY_Table then
  281.                     set S.hash[i].unit[stack[i]] = u
  282.                 else
  283.                     call SaveUnitHandle(S.hash, i, stack[i], u)
  284.                 endif
  285.                 debug call Debug("Adding " + GetUnitName(u) + " to stock")
  286.                 return true
  287.             debug else
  288.                 debug call Debug(ERROR_PREFIX + "Attemp to stock a null unit")
  289.             endif
  290.             set u = null
  291.         debug else
  292.             debug call Debug(ERROR_PREFIX + "Attemp to stock a hero unit")
  293.         endif
  294.         return false
  295.     endfunction
  296.  
  297.     static if AUTO_RECYCLE_DEAD then
  298.         private function OnDeath takes nothing returns nothing
  299.             local unit u = GetTriggerUnit()
  300.             if not IsUnitType(u, UNIT_TYPE_HERO) and not IsUnitType(u, UNIT_TYPE_STRUCTURE) then
  301.                 call RecycleUnitDelayed(u, DeathTime(u))
  302.             endif
  303.             set u = null
  304.         endfunction
  305.     endif
  306.  
  307.     private module Init
  308.  
  309.         static if LIBRARY_Table then
  310.             static TableArray hash
  311.             static Table table
  312.         else
  313.             static hashtable hash = InitHashtable()
  314.         endif
  315.  
  316.         private static method onInit takes nothing returns nothing
  317.             local rect bounds = GetWorldBounds()
  318.             static if AUTO_RECYCLE_DEAD then
  319.                 static if LIBRARY_RegisterPlayerUnitEvent then
  320.                     static if RPUE_VERSION_NEW then
  321.                         call RegisterAnyPlayerUnitEvent(EVENT_PLAYER_UNIT_DEATH, function OnDeath)
  322.                     else
  323.                         call RegisterPlayerUnitEvent(EVENT_PLAYER_UNIT_DEATH, function OnDeath)
  324.                     endif
  325.                 else
  326.                     local trigger t = CreateTrigger()
  327.                     local code c = function OnDeath
  328.                     local integer i = 16
  329.                     loop
  330.                         set i = i - 1
  331.                         call TriggerRegisterPlayerUnitEvent(t, Player(i), EVENT_PLAYER_UNIT_DEATH, null)
  332.                         exitwhen i == 0
  333.                     endloop
  334.                     call TriggerAddCondition(t, Filter(c))
  335.                 endif
  336.             endif
  337.             static if LIBRARY_Table then
  338.                 set hash = TableArray[0x2000]
  339.                 set table = Table.create()
  340.             endif
  341.             // Hides recycled units at the top of the map beyond reach of the camera
  342.             set unitCampX = 0.00
  343.             set unitCampY = GetRectMaxY(bounds) + 1000.00
  344.             call RemoveRect(bounds)
  345.             set bounds = null
  346.         endmethod
  347.  
  348.     endmodule
  349.  
  350.     private struct S extends array
  351.         implement Init
  352.     endstruct
  353.  
  354.  
  355. endlibrary
10
Codes & Snippets / Re: Resource Preloader
« Last post by AGD on October 28, 2016, 01:03:52 AM »
UPDATED


- Made Table optional
- Added UnitRecycler as an optional requirement
- Upon calling PreloadUnit(), if the unit is not a hero and UnitRecycler is found, the unit will be added to the unit stock instead. Otherwise, it goes with normal preloading.
- dummy unit's movement is disabled to prevent possible game crash.
- You can now preload at any time during the game instead of only during the map initialization
- Significantly optimized the code
- Removed the unnecessary custom function for checking preload duplicates
- Added Table to the library requirements
- Preloading does not anymore happen in a single phase at the GUI Map Initialization
- Resources are now preloaded at the instant you call the preload function
- Other changes
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