Coding vJass after v1.22?

WarLuvr3393

Hmmm...too many things to play (WoW, COD4, WC3)
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I'm pretty newb when it comes to the NewGen editor and vJass but after 1.22, I'm pretty sure you guys are all aware of it, NewGen no longer works with the new World Editor.

So, my question is, what do we use now to do vJass scripts?
 

Draphoelix

It's not the wintercold that's killing me
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You can still use NewGen if you patch your world editor to earlier.
 

WarLuvr3393

Hmmm...too many things to play (WoW, COD4, WC3)
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Eh, I guess, but vJass is compatible with 1.22 right? (I'm nub when it comes to vJass)
 

Draphoelix

It's not the wintercold that's killing me
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I don't know much about vJass either. But I got a spell in my map that requires it. I can still play it in single player (for testing) in wc3.
 

Flare

Stops copies me!
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NewGen has a preprocessor which compiles any vJASS code into legit JASS code (struct members become global arrays, public members just get <scope/library name> prefixed to the function name, private members get the same along with a second, randomly generated prefix). If it didn't, normal WC3 wouldn't be able to play NewGen-made maps.

If you want to use Test Map, you need to disable Grimoire.
 

Vexorian

Why no custom sig?
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I didn't have to replace my worldeditor with an older one to code vJass, it might have been caused by the fact I don't use newgen to code vJass, I use //! import and command line jasshelper...
 

Magentix

if (OP.statement == false) postCount++;
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But TESH in NewGen makes it look so much better :x

Anyhows, please elaborate on the import thingy?
 

Vexorian

Why no custom sig?
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I use gvim to edit my vJass stuff (which is about all coding I do in wc3 anyway), gvim makes it nicer.

(I use external files)
 

WarLuvr3393

Hmmm...too many things to play (WoW, COD4, WC3)
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I didn't have to replace my worldeditor with an older one to code vJass, it might have been caused by the fact I don't use newgen to code vJass, I use //! import and command line jasshelper...

Explain?
 
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