That is a bug in everyones scmdraft. If you delete all of the text triggers and compile, it won't save.
None.
That is a bug in everyones scmdraft. If you delete all of the text triggers and compile, it won't save.
Okay, now I used an older version of SCMDraft. It was good until I stumbled upon a wall, a wall which blocks you from adding anymore triggers to the map.
Is there anyway to fix this?
None.
SCMD uses the error dialog box to tell people information about where it starts to compile and where it ends. If you only have these two errors (000: Started, 999: Finished), everything is alright.
I believe that won't affect it (the spacing part) because after compiling, the switch and the number has spaces in them.
This is because triggers were not actually compiled. Moreover SCMD text trigedit refreshes the text only after reload. Specifying wrong switches name
is an error, this is like specifying an erroneous unit name or location.
Okay, now I used an older version of SCMDraft. It was good until I stumbled upon a wall, a wall which blocks you from adding anymore triggers to the map.
Ummm, how is that? Explain more, please. What happens? You should be fine with the latest version.
Once more, MacroTriggers does not check switches, locations, units and etc. names for correctness. If something is wrong SCMD trigedit tells it, you modify the source .mtrigger file and recompile.
Some.
Hm.. I believe I got everything working now.
This may be the last question,
Can MacroTriggers turn text triggers from SCMDraft to a Mtrigger? (Using Notepad++ ofc).
Other than that, I really appreciate for all the help you guys gave me
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None.
Can MacroTriggers turn text triggers from SCMDraft to a Mtrigger? (Using Notepad++ ofc).
No, MT can't.
Other than that, I really appreciate for all the help you guys gave me
.
No problem, NothingZ. Always glad to help!
Some.
TRIGGER
OWNERS: @AllPlayers
CONDITIONS:
Always()
ACTIONS:
PreserveTrigger()
ENDT
Gives me this:
line 2:8: type mismatch
?
I can work around it (maybe) by specifying all 8 players, but...
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Awww, yes thanks Tuxlar! I think I new this though...
Sometimes I'm too lazy to fix something that is not critical
Some.
Heh.
I'm trying to remember: Was there a major difference between All Players and Player 1-8 as owner of triggers? It's been too long...
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Quote from name:Tuxedo-Templar
I'm trying to remember: Was there a major difference between All Players and Player 1-8 as owner of triggers? It's been too long...
No, there was not any difference in triggers behavior during the execution.
It is considered to be essentially the same.
That is why I am so sluggish about fixing this.
Some.
Hmm. I thought there was a difference in the order that they're executed. Like where P1-8 goes before the All Players set, or something to that effect.
Real reason I'm asking is I'm thinking of making a quick script using my Trigedit parser to translate into MacroTriggers, and I'm hoping any conversions of All Players triggers to P1,P2,P3...P8 won't present any problems.
Edit: Get on gmail.
None.
Quote from name:Tuxedo-Templar
Hmm. I thought there was a difference in the order that their executed. Like where P1-8 goes before the All Players set, or something to that effect.
There is no difference. I assure you.
EDIT: Already wating for ya!
Some.
All Players includes players 1 through 12, but since P9-12 can't hold triggers it is the same as selecting P1-8 individually. Triggers only run player by player from Player 1 to Player 8; any triggers owned by a group like 'Force 1' are just annexed into the applicable players' sets.
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Edit: Bah why'm I being so lazy I could (re)test this in 2 minutes myself.
Oh well thx anyway. In a week or so I'll have the parser ready. I think if people could easily import their Trigedit triggers to MacroTriggers, it would help current authors switch over. Not to sound religious, but I see no reason anyone
shouldn't be using this tool, really.
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Already processed!
TUX THIS IS GREAT! Head post updated!
Some.
Yay.
I was thinking of making a part 3 later to explain expressions, arrays, comments, the //> and //< groups, and anything else I (or you?) can think of.
I think for now, though, I'll get back to work on my...
secret project, instead.
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Very nice, these tutorials are quite helpful.
Auto-complete doesn't seem to work for me though
Edit: Nevermind, got it.
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Okay, now I am wondering how you could get all the possible outcomes from switches..
Let's say 6 Switches are randomized. There are a total of 128 possible outcomes, right?
So I tried doing this (for the first switch to test):
ARRAY lol = { "Clear", "Set" }
FOR i = 0 TO 1 BY +1 DO
Switch("Switch1", @S(lol[i]))
I also tried this:
FOR i = 0 TO 1 BY +1 DO
Switch("Switch1", @S(i))
Unfortunately, no matter how smart I thought I was going to be, none of these worked ( lol.. )
Is there a way to give me a list of all of the possible outcomes when 6 switches are randomized?
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NothingZ, so far I see only one switch in your examples...
Is there a way to give me a list of all of the possible outcomes when 6 switches are randomized?
There is a neat and handy way. But I'm too tired and haven't got time now to explain.
I can give you hints (key words) yet: modulo arithmetic (operations / and %), loop, binary countoff, logical expressions. Also keep in mind you can use @ST(@True) as analogue to @Set and @ST(@False) as analogue to @Clear. The solution includes somthing like Switch(SwitchesArray[n], @ST((n / 2^n)%2 == 1).
NOEDIT
Post has been edited 3 time(s), last time on Aug 24 2009, 8:01 am by Wormer.
Some.