| 05-08-2006, 07:33 PM | #1 |
In Vexorians system maps he have the system that needs to be in the custom script in a normal trigger, how do i do that with my own systems since it is so messy always have to look in the custom script part! I have tried having these triggers above the triggers who call the functions but that only works sometimes.(Or is it something else that generates the errors) So my question is "What is the secret behind compiling" or do i have to live with it? Note: i might not respond in 3 weeks but please reply anyway! |
| 05-08-2006, 07:54 PM | #2 |
You probably haven't made all the variables required. |
| 05-09-2006, 05:56 AM | #3 |
It is not vexorians sytems it is mine! so i know whats in them, no vars only a few calls from other triggers,i do not want to call executefunc all the time and save the "takes" values in gamecache, i want to call the functions directly! |
| 05-09-2006, 06:24 AM | #4 |
It's somewhat unreliable, but usually copy pasting an old gui trigger will get it to move to the bottom of war3map.j. Ordering is defined by war3map.wct and war3map.wtg the format of which you can find here. |
| 05-09-2006, 01:33 PM | #5 |
I do magic. Seriously. If world editor had a little of logic then just placing the trigger on top would be enough, but it isn't. |
| 05-09-2006, 01:39 PM | #6 |
It isn't an old GUI trigger either.... But please tell me how to compile since you wrote something like You could try to have this as trigger if you know how to make the triggercompile before the hero setup, or item setup (when this system gets that) From this it seems like, just have the functions above the callers, i have tried to copy/paste the triggers from another map and all sorts of stuff |
| 05-09-2006, 01:55 PM | #7 |
well what I do is kind of complex and easy. For the record there are a bunch of retarded problems when you use triggers to store functions that should be used by other triggers. For example if one trigger has an error and is disabled when you enable the trigger it completelly ignores the other triggers when re checking for errors. In other words if that trigger calls functions that are located in other triggers. You won't be able to enable that trigger until you copy those functions to the custom script section. But well if you still want to do this just find the trigger that is added first to war3map.j . To do this save the map and then export the script file. Take a text editor and browse the script file, find the last line of the custom script section. (if the custom script section is empty , add a commend "//end of custom script section" to it so you can find it) The trigger that is just after the end of the custom script section is the first trigger to be added to war3map.j Now go back to the trigger editor take that trigger and clone it. (Copy it then paste it) Now take the original one and rename it to "slot 1" or whatever. then take the duplicate and give it the name it used to have go to "slot 1" and remove every line there that is not in the InitTrig_Slot1 function , then remove the contents of that function so it is an empty function. Now you can add functions to that trigger and the other triggers will be able to call them I think that there was an easier method but I don't remember it right now |
| 05-09-2006, 05:38 PM | #8 |
Ok thanks alot! I wll try to to do this later.... |
