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Attrition counter widget for teams! (zomg)

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Date Editor Before After
11/15/2012 1:39:23 PMEErankAdminAnarchid before revert after revert
11/15/2012 1:38:12 PMEErankAdminAnarchid before revert after revert
11/15/2012 1:37:10 PMEErankAdminAnarchid before revert after revert
11/15/2012 1:36:04 PMEErankAdminAnarchid before revert after revert
11/15/2012 1:35:21 PMEErankAdminAnarchid before revert after revert
Before After
1 [quote]unit_morph does not make corpses. It make new unit, that's why getUnitInRectangle work.[/quote]
2 That's what i thought it did. But then i looked again, and guess what? 1 unit in rectangle? Unit is dead. 0 units in rectangle? It's a morph. Corpses on morphed unit? Nah, dead again. Don't ask me.
3 \n
1 [quote] You can only get corpse when using getFeature.[/quote] 4 [quote] You can only get corpse when using getFeature.[/quote]
2 But it (unit_marker.lua) checks for [u]absence[/u] of units in rectangle to validate a morph, not for [u]presence[/u] of a new unit, and this works. 5 But it (unit_marker.lua) checks for [u]absence[/u] of units in rectangle to validate a morph, not for [u]presence[/u] of a new unit, and this works.
3 \n 6 \n
4 (i know the logic is warped, but [i]evidence[/i] insists that works!) 7 (i know the logic is warped, but [i]evidence[/i] insists that works!)
5 \n 8 \n
6 Also, you can try to morph a commander with current version of my widget, and it will not report com as a casualty, while it will report any unit that leaves a corpse - as dead. 9 Also, you can try to morph a commander with current version of my widget, and it will not report com as a casualty, while it will report any unit that leaves a corpse - as dead.
7 \n 10 \n
8 I do "know" that corpse should be a feature, not a unit, but that does not explain why the current code works (to an extent, for units that die with corpse). And since it does not explain this behaviour, the statement is either incomplete or otherwise erroneous. 11 I do "know" that corpse should be a feature, not a unit, but that does not explain why the current code works (to an extent, for units that die with corpse). And since it does not explain this behaviour, the statement is either incomplete or otherwise erroneous.
9 \n 12 \n
10 Possibly UnitDestroyed also gets fired for features? Or maybe corpse features are also units during the first frame after their createon? :X 13 Possibly UnitDestroyed also gets fired for features? Or maybe corpse features are also units during the first frame after their createon? :X
11 \n 14 \n
12 Now, this is all hardly relevant, as there's a proper fix on the horizon, but it's still interesting. 15 Now, this is all hardly relevant, as there's a proper fix on the horizon, but it's still interesting.