How to: Modify the World Editor's Trigger Editor

I'd like for you to make a fix in the tutorial, it's a generel rule that you should use "Units\UnitGlobalStrings.txt" instead of "UI\WorldEditStrings.txt", since it's less likely to be updated, mostly because it haven't been changed in any of the patches sofar, and thus it's alot easier to keep your "mod" compatible with the newest patch. Just a little pointer if you want to follow the common standard. :)
 
I have another question about this.

Do you think there would be any problems when you update Warcraft to a newer version?
Such as, will it be unable to find some files, or something similar?
 
good job +rep

yeah the german WE is in English now^^
but not the spell names...(where to edit them=)
PS: thx
 
Could i make a new... Dunno what its called.

things like "triggering unit", "last created unit".
But a Custom Script. :p

So you could use locals ^^

Edit:

Could you also make a "Create Local" Action?
 
my point remov doesnt work:
TC_Leak_removal=WESTRING_TRIGCAT_Leak_removal,ReplaceableTextures\WorldEditUI\Actions-Logical

RemoveLocation=0,location
_RemoveLocation_Defaults=_
_RemoveLocation_Category=TC_Leak_removal
 
What do you mean by "Doesn't Work"? It's not that specific. >_>

Anywho. Did you add strings? Does Actions-Logical exist (Don't have the file right now XP)
 
I'm having a problem adding my own functions. I can't see what I'm doing wrong. Here is what I have added:

TriggerData.txt:

TC_MY_FUNCTIONS=WESTRING_TRIGCAT_MY_FUNCTIONS,ReplaceableTextures\WorldEditUI\Actions-SetVariables
^ It adds a space between "Worl" and "dEditUI". I don't know why but it is together.

RemoveLocation=0,location
_RemoveLocation_Defaults=_
_RemoveLocation_Category=TC_MY_FUNCTIONS

TriggerStrings.txt:

RemoveLocation="Remove Location"
RemoveLocation="Remove "~Location
RemoveLocationHint=

It gives me a MissingString error.

16gzz3s.png

Is there something I have forgot?
 
You never added strings for TC_MY_FUNCTIONS=WESTRING_TRIGCAT_MY_FUNCTIONS

It's under WorldEditStrings.txt.

Look for the things that go TC_XXX="Blah"
 
Add it anywhere you want under [TriggerActionStrings]

Ok. So far we've learned how to implement an action from JASS and create new categories. What's in store next? Events and Conditions!

Alright. Take five!

Back already? Alright. After a good rest, you should be ready to learn how to make Conditions. They're really simple!

Look for [TriggerConditions]

A condition looks like:


Code:
OperatorCompareAbilityId=1,abilcode,EqualNotEqualOperator,abilcode
_OperatorCompareAbilityId_Defaults=GetSpellAbilityId,OperatorEqualENE,AUan
_OperatorCompareAbilityId_Category=TC_CONDITIONWell, since Location comparisons are already in GUI, we'll make a Trackable conmparison! Now, look at the code.

OperatorCopmareAbilityId=1,abilcode,EqualNotEqualOperator,abilcode. These are the parameters, or arguments, that the comparison takes. In the Trigger Editor it looks like:






Anyone will look and know that the first and third are abilities, and that abilcode means the ability's raw code. EqualNotEqualOperator is the Equal To/Not Equal To comparison operator.

So, to create our comparison we do:


Code:
OperatorCompareTrackable=1,trackable,EqualNotEqualOperator,trackable
_OperatorCompareTrackable_Default=_,OperatorEqualENE,_
_OperatorCompareTrackable_Category=TC_CONDITONThen in TriggerStrings.txt


Code:
OperatorCompareTrackable="Trackable Comparison"
OperatorCompareTrackable=~trackable," ",~Operator," ",~trackable
OperatorCompareTrackableHint=Now, anyone with knowledge of the Variable

im sorry but is this in the same txt file?
 
Code:
OperatorCompareTrackable=1,trackable,EqualNotEqualOperator,trackable
_OperatorCompareTrackable_Default=_,OperatorEqualENE,_
_OperatorCompareTrackable_Category=TC_CONDITONThen in TriggerStrings.txt
That's in TriggerData.txt
Code:
OperatorCompareTrackable="Trackable Comparison"
OperatorCompareTrackable=~trackable," ",~Operator," ",~trackable
OperatorCompareTrackableHint=Now, anyone with knowledge of the Variable
That's in TriggerStrings.txt
 
I don't understand how the game knows what the function is like when you make a unit jump, then how do you make it for the WE to know that it has too jump?
 
You add functions into [del]Map Header[/del] Library, then using the UI, create a reference interface to that function. That's what your GUI is anyways, a reference interface to JASS functions.
 
Map Header Library? Is that the trigger data.txt? I still don't get how your knock back works in EGUI or jump.
 
:rolleyes: I think you misunderstood, Map Header is crossed out (Because I prefer Libraries :D) and I'm using Libraries in EGUI.
 
But when you had knock back in EGUI, I clicked the link and i got a code. Were did you put the code?
 
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