defense is broken (again?)
Keithenneu opened this issue · comments
gotta fix this before I can move on to pushing.
Yeah, I noticed it isn't working. Also noticed that using TPs is not working.
At least no more crashes.
I'll fix TP use as soon as I verify that all my updates to Invoker (ported him to the same ability Use format as all the other heroes) is bug-free.
Looks like the usage of enemy_data is the issue.
How is it supposed to work now? Without enemy.Obj
I suppose?
utils.ValidTarget(enemy)
crashes with attempt to call method 'IsNull' (a nil value)
though.
All I need to get is the location. utils.ValidTarget(enemy)
ensures that I can call enemy:GetLocation()
, right?
yeah. enemy.Obj doesn't exist. It was causing all kinds of crashes with illusions in prior code.
utils.ValidTarget(hUnit) ensure you have a valid target that can have all the API's on it called.
So enemy_data won't contain any handles, and I have to get them myself?
yeah, just use GetUnitList() for that. enemy_data will contain info about enemies (index/based-of enemy Player IDs) such as what items they had last time we saw them, etc.
K
In defendlane.lua:
function X:OnStart(myBot)
local bot = GetBot()
bot.defendLane = true
end
However, bot.defendLane is also the mode implementation.
I'll just rename the variable for now. But getting a wider solution might become necessary.
Edit: Can't find a place where the variable is used oO
I think we just need a standardized naming convention so we don't trample on each other.
about to push some changes to fix TP use - FYI