NewGen fails when making campaigns

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If I just normally do some vJass to my campaign maps and try the play the campaign, it won't load the map.

So the big question is: "How can I use vJass in my campaign maps?".

EDIT://And if you're going to explain something about "command line" things, please, make the explanation very detailed.
 

Vexorian

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after finishing a map, go to newgen logs and then take outputwar3map.j import this file in the map as "war3map.j" (no paths whatsoever") , save the map, save a backup of the map. Now go to the trigger editor and remove all your triggers, save again, do test map, voila! your triggers are still there and compiled in vJass, only that the editor will totally ignore them..

You can even edit the map in normal WE from now (as long as you don't want to change code)

Now you can use this map in the campaign editor.

Edit: Just noticed using the optimizer's "Remove editor-only files" option alone is an automatic way to do this.
 
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Awesome. Works perfectly. Thanks. :thup:

EDIT:// Could it be possible for the future versions of NewGen to be able to save campaign maps correctly?
 

Vexorian

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The only hacker remaining in the newgen crew is too busy with real life.
 
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Oh, but there happens one very bad thing. All my preplaced campaing units are replaced by some random units and they're not even in the right spots.
 

Vexorian

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well, you are doing something wrong.

Can maps inside campaings have independent imports? if not then blizzard sucks and this is not the solution.
 
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>Can maps inside campaings have independent imports?

1. I can import files to the campaign, and I am able to use those files from any map inside the campaign.

2. I can import files to a map inside the campaign, and I can use those files only in that map.

So, yes they can.

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I guess this makes everything harder, so I just have to use normal Jass :).
 

tom_mai78101

The Helper Connoisseur / Ex-MineCraft Host
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What makes outputwar3map.j?

And if it makes that file, there should be some file that uses it, so what is it?
 

Vexorian

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>Can maps inside campaings have independent imports?

1. I can import files to the campaign, and I am able to use those files from any map inside the campaign.

2. I can import files to a map inside the campaign, and I can use those files only in that map.

So, yes they can.

-------------

I guess this makes everything harder, so I just have to use normal Jass :).


No. Please don't give up on this yet. From what you said it should work 100%

Do the random units appear the instant you save the map with triggers removed or after adding to the campaign?

What makes outputwar3map.j?
jasshelper.

And if it makes that file, there should be some file that uses it, so what is it?
Yes, the war3 map, jasshelper then takes this outputwar3map.j and imports it as war3map.j to the map. I just leave this file so people can see it and for debugging, etc...
 
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>Do the random units appear the instant you save the map with triggers removed or after adding to the campaign?
In the editor, they're the correct units in the correct spots. But when I open WC3, find my campaign, open it, load the map, there are units on the bottom left corner. And those units are not the same as in the editor.
 

Vexorian

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When you took outputwar3map.j , did you make sure to save your map first? It could be that you are using some other map's map script...
 
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>It could be that you are using some other map's map script...
I accidently did.

If I save the map, when it's inside the campaign, it says "Could not find path blabblab..", and it doesn't get compiled in vJass, and doesn't make "outputwar3map.j" for it.

So, I have to save the map away from the campaign, but then all the campaign units get removed. And of course, "outputwar3map.j" doesn't contain the creation of those units in the functions called "CreateUnitsForPlayerX".

I import that "outputwar3map.j" to the map inside the campaign and remove the triggers from the map too. Now I save, ta-da! All the correct codes are there... except the creation of the campaign units. This is why they won't show ingame.

I hope you understood some of that, because I wrote it quite fast :).
 

Vexorian

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preplaced units are just that, preplaced units, I guess it complicates things a little...

1) Make all your vJass requiring code, in an external file, then use //! import to load it and other vJass files you need.
2) Now, when you save the map in the campaign editor it will not complaint about syntax errors, anyways, you still need to compile the map.

Does the campaign editor always compile every map or just the one you updated? In the case of the later then things get easy, after saving the campaing file once you add the map, you copy the campaign file to some other place, extract the map with an mpq editor and use jasshelper.exe to compile it.

The line to compile a map with jasshelper.exe is jasshelper.exe [path to common.j] [path to blizzard.j] [path to map]

Once it is compiled, you can add it back to the mpq.


2. Another option is... do not use campaign object files... instead, always use the same object files in all your maps.

3. Third option is to make the preplaced units a separate script you can later cnp to the outputwar3map.j manually...

---
Looks like we really need a way to process campaign files automatically.
 
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>Does the campaign editor always compile every map or just the one you updated?
Only the maps get compiled I've edited.


For the option one.. well.. it seems quite... eh.. complicated to do every time I have to test, for an example, a spell.

Second option, no no.

Third, well, this is not such a big job.. I guess this suits me best :).


>Looks like we really need a way to process campaign files automatically.
I totally agree.
 
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