| 05-28-2008, 06:41 PM | #1 |
Hi, I have a nasty problem using vJass skripts in campaign maps,let me explain. Im using the newest NGP(1.5a) and I have created an oversized map. Now Im thinking about splitting it into many smaller Parts, and putting the mapapieces into a campaign. The maps are heavy skripted and I used lots of vJass stuff. And here comes the problem: When I put a vJass triggered map into the campign then save the campaign and directl start it via WC3.It works without any problems. But if I open the map in campaign editor change something inside the map then save the map, and saving the campaign... Campaign can be opend in WC3 and also the Chapterloadingscreen opens up. But after choosing the chapter the Screen keeps black and no Loadingscreen appears. This happens defineately because of vJass cause if tested the same Campaign a couple of times with and without vJass code. I used globals endglobals Did you understand what I wanted to explain???? God why is my english so awesome? Is this a known bug or am I just to stupid cause I dont think so! Hope you can help me out. -BOFH |
| 05-28-2008, 08:29 PM | #2 |
It is not a bug. Well, we could blame blizzard for not using the same call to save a map when it is inside a campaign, the truth is that unless we get a good hacker on our side, this won't change. NewGen will not be able to call jasshelper when saving campaigns. So, you need workarounds, need ideas? read this: http://www.thehelper.net/forums/showthread.php?t=90942 |
| 05-28-2008, 11:01 PM | #3 |
First thank you for the quick answer.Feels good to now I didnt made a mistake or something like that. Seems like Blizzard was not expecting someone to alter the WE code. Looks like I have to do it the "dirty" way . But what I read at Helper was a little confusing. You use a very complicate way to let the Campaign Editor accept the vJass code, but then mapper is not allowed to change code anymore. For me edditing a map meens changing its triggercode. ![]() And here is what I figured out: I believe the campaigneditor itself neither compiles nor does anything with the maps themselves.It only "packs" them into one .wcn file. You can remove or add as many vJass using maps to the Campaign editor without any problems. Then you can do nearly everything with the campaign as long as you DONT edit the map itself. Adding/removing map,changing their positions,adding those "Chapterbuttons", creating own Objekts,and importing files. I tested this a few times and it worked.This way only completly finished maps can be put into the campaign, cause a edit from inside the campaigneditor will corrupt the map. I tell you this cause it might help somebody out.Maybe nodody figured this out until now.If Im not wrong I will do my campaigns this way cause i allways alter the code a little everytime I open my maps.It might be easyer this way than allways doing this import into war3map.j thing for every single line of code you want to change. Anyway, two thumbs up for JNGP its great work and a wonderfull improvement for thr basic WE. PS: Especealy the Tileseteditor is very easy to use now,I updated today from 1.4c where the tiles had to be inserted via this 'Adrt' and so on tags which was very confusing. -BOFH |
| 05-29-2008, 12:37 AM | #4 |
You have such an ugly avatar over there, Vex. This sounds like something you should put into Tutorial form to have here at wc3c. |
