Hello, I'm unable to edit the comments or display text messages in the trigger section of SCMD. If I attempt to edit, the editor doesn't save the map, and then it crashes.
I'm also 100+ hours into this map creation.
Post has been edited 1 time(s), last time on Jun 17 2017, 3:29 pm by IceRain(Z).
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100h+ sound like a lot of work. Are you sure you are still in maplimits? (
FAQ - MAP LIMITS)
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100h+ sound like a lot of work. Are you sure you are still in maplimits? (FAQ - MAP LIMITS)
Maximum Number of Units on a Map: 1700I'm at 562.
Maximum Number of Sprites on a Map: 500I'm at 0.
Maximum Number of Locations: 255I'm at 150.
Max Amount of Triggers: 90-120k There is no indicator, but I have a lot.
Maximum Number of Strings in a map: 65535 bytes I believe this is the issue. I have a lot of text/comments in the trigger section to organize my work.
Thanks for the response, Mimose. I have bookmarked that page as it's highly resourcesful. I'm pretty sure it is the Strings. I'll report back.
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It's the strings. I'm glad it was a simple fix. Though I'm annoyed that it is a problem, because I like to organize my work.
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Y, abbreviations ftw. hf n gl 2 u
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If you primarily use text triggers, you can save comment strings by saving all of the triggers in a separate txt file and using // comments
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String text limit shouldn't come into play until saving the map though, while editing you can go over the limits.
What version are you using?
The latest version displayed on the main site: 0.8.0
http://www.stormcoast-fortress.net/downloads/scmdraft2ZIP/
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Now I have an issue with this updated editor displaying the incorrect text in game:
http://imgur.com/a/42r3ANow it's been renaming some of my trigger comments "CONDITION:"
And that is because I am over 100% String capacity. I'm abbreviating everything now.
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Just gotta hope blizz raises the string limit in future patches I guess. That and the unit and sprite limits.
Just some FYI, non trigger based comments can be put into the text triggers (use // to escape the line). Do all your work in text triggers and notepad++ then compile the triggers. You lose the triggers when compiled, but your comments will stick out much better in a text editor, and you can view things easier as well as hide triggers.
I personally don't like comments as they make it harder to view triggers in classic map triggers.
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Recycle your comments by using strings from the game itself. That's what I do.
So like all my health potion triggers I label the comments <06>Health Potion, etc.
You can also recycle sound files, locations and switches using this same technique.