Staredit Network > Forums > SC1 Mapping Tools > Topic: Notepad++ language for TrigEdit++ code
Notepad++ language for TrigEdit++ code
Aug 10 2017, 3:46 pm
By: BumpelSnake  

Aug 10 2017, 3:46 pm BumpelSnake Post #1



I find it very ineffective to work withing the TrigEdit++ window, so I figured I'd do it rather in Notepad++ but I couldn't find a language for nice and smooth recognition, so I made a custom language myself.

Feel free to use!



Attachments:
trigeditplus.xml
Hits: 5 Size: 6.15kb

Post has been edited 2 time(s), last time on Aug 10 2017, 6:07 pm by BumpelSnake.



None.

Aug 26 2017, 12:05 am Wormer Post #2



Thanks for that!

As an addition, there been Notepad++ highligting for SCMD TrigEdit included with MacroTriggers distribution. Here is the standalone file (download).

Also have a look at TrigEdit highlighting for Vim :) Among other things it has colored text messages preview and errors detection as you type. Download includes StarCraft color theme for Vim and SCMD TrigEdit highlighting invoked for *.trigger files.


Post has been edited 1 time(s), last time on Aug 27 2017, 3:28 pm by Wormer.



Some.

Aug 26 2017, 3:04 am trgk Post #3



Oh thanks!

Feel free to give me some feedbacks!



EUD

Aug 27 2017, 10:39 am Wormer Post #4



trgk, is there a resource (besides the download link) where to read more about Trigedit++ syntax, use cases, map examples, discussion, etc.?



Some.

Apr 3 2018, 5:14 am martosss Post #5



Actually, Trigedit is based on Lua and, hence, if you pick Lua it does a relatively good job. Nevertheless, I'll try your theme for now.
First impressions:
1) It has even more personalization than Lua.
2) I'm using a dark background in my Notepad++, so the current theme colouring had to be totally changed to fit in(switching black with white text and white with dark background).



None.

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[06:34 am]
O)FaRTy1billion[MM] -- ya, give clears orders
[03:20 am]
MTiger156 -- or, you could have multiple spawn boxes near eachother, then it would be easy
[03:19 am]
MTiger156 -- each cycle would start when there are no Player Y units in the spawn
[03:18 am]
MTiger156 -- then the closest you can get would be to give X units to player Y, order player Y units to one of the destinations. When those X units leave the spawn, then repeat with a new destination
[02:48 am]
Swampfox -- well thats not effective because the order command cant specify single units
[02:19 am]
MTiger156 -- what about giving before moving?
[01:43 am]
Swampfox -- i have a stack of units that i want to order to move all at the same time to several different locations... i cant manage it lol
[01:41 am]
Swampfox -- agh you cant give a a unit an order and give that unit to another player in the same trigger cycle and expect it to move huh?
[01:25 am]
MTiger156 -- New patch for Mafia City! http://www.staredit.net/topic/17740/ I will be heavily supporting this map for a while. Play it and give lots of feedback!
[12:52 pm]
jjf28 -- Oh_Man
Oh_Man shouted: How does "flingy" even work
describes movement properties of a unit and links to the units sprite
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