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Does UMSWE 4.0 have pitzermike's functions?

09-30-2003, 11:45 PM#1
FyreDaug
I noticed he created a WE mod with some extra functions built in, I was wondering if either Scio or SCFreak implemented them? If not, there's something for the next patch.
10-01-2003, 02:03 AM#2
Scio
umm well we COULD but then UMSWE wouldnt be for bnet games like it currently is. His functions require importing .j files and such and even he reccomends it be used for single player games. Dataangel's function pack had been add in and taken out for that same reason.
10-01-2003, 08:20 AM#3
Starcraftfreak
Just for clarification:
UMSWE doesn't have and will not have PitzerMike functions. Maybe it will at some time.
dataangels function pack was never really added, I started adding it and then stopped and took it out.
10-01-2003, 02:13 PM#4
Vexorian
Wouldn't it be possible to make UMSWE auto copy the functions to the map's script? (Specially for Dataangels' )
10-01-2003, 07:10 PM#5
Starcraftfreak
Do you mean, it should copy the entire function? If yes, that's not possible.
I can only tell you that we might add them (we will mark them as CUSTOM so that people know they have to import the customized blizzard.j).
10-01-2003, 08:01 PM#6
Scio
Quote:
Originally posted by Starcraftfreak
Do you mean, it should copy the entire function? If yes, that's not possible.

The user can copy/paste the functions and we could include a custom .j file to allow gui so its easier to use.
10-01-2003, 08:39 PM#7
PitzerMike
FirstOff: The J-file won't be needed. When starting WE it doesn't check if the functions declared in TriggerData.txt are actually in any j file. it just doesn't care.
And after pasting the function into the map header it will compile without errors when having a GUI trigger that calls it because it finds the function in the map script.

Next Thing: Lord Vexorians idea is quite neat. I managed to get all my advanced functions bnet compatible by adding a modified map script header file to the map instead of blizzard.j. Instead of the additional bj_ globals it also adds GUI globals with the ZZ_ preset to the map so they are at the bottom of the variable list.

And Finally: We should maybe ask Kattana for help. He managed to copy functions to the map header at WE runtime with his JASS editor. That's exactly the functionality that could be used: Just click an advanced function in a list and it will be copied into the map header...

Just my 5 cents
10-02-2003, 10:34 PM#8
dataangel
Quote:
Originally posted by PitzerMike
Next Thing: Lord Vexorians idea is quite neat. I managed to get all my advanced functions bnet compatible by adding a modified map script header file to the map instead of blizzard.j. Instead of the additional bj_ globals it also adds GUI globals with the ZZ_ preset to the map so they are at the bottom of the variable list.


Not sure what you're saying here. What do you mean by a 'modified map script header file?' As far as I know JASS doesn't support headers... it reads blizzard.j/common.j and then the map.j and that's it.
10-02-2003, 10:41 PM#9
PitzerMike
I meant the wct file. The map script header file that contains the custom text functions for the map (if you click on the map name in trigger editor).

Actually I don't need to generate the map script. I just add the wct file containing my functions to the map and let WE generate the map script when the map is opened in WE.