Staredit Network > Forums > SC1 UMS Mapmaking Assistance > Topic: How to create the properties flag from TrigEdit?
How to create the properties flag from TrigEdit?
Feb 9 2019, 9:55 pm
By: sethmachine  

Feb 9 2019, 9:55 pm sethmachine Post #1



Hi,

There are actions for Create Unit with Properties and Set Unit Properties.

When these get compiled to TrigEdit, the properties argument is an integer, e.g.

Create Unit with Properties("Player 8", "Terran Marine", 2, "Nexus1", 11);

I have no idea what "11" means in terms of human readable properties.

My question is:
1. How do I parse "11" into human readable properties?
2. How do I turn human readable properties into this integer?

Thanks!



None.

Feb 10 2019, 1:13 am Ultraviolet Post #2



There's probably a better way to do it, but I would just go into classic map triggers and view the properties so I could make an association between those properties and whatever number I saw in trigedit.




Feb 10 2019, 6:52 am Lanthanide Post #3



At the top of the trigger editor view there are actually 3 buttons that you've probably never noticed. The first says Trigger. The second says Switches. The third says Unit Properties. Click Unit Properties and it gives you a human-readable list of all of those unit properties, with the number tying back to the trigger you edited.



None.

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[03:14 pm]
Pr0nogo -- i don't know what you're asking for really
[03:14 pm]
Pr0nogo -- Suicidal Insanity
Suicidal Insanity shouted: I also still could use spec sheet for the formats to make sure I am using them correctly - it appears BWscript doesn't have string names? Or they are in a different spot?
what does a spec sheet look like
[02:02 pm]
Corbo -- Suicidal Insanity
Suicidal Insanity shouted: I had thought it loads it from the MPQs and parses it, so I was working on re-implmenting that with the MPQ code changes, and then noticed that it does grab the MPQ interface but then ignores it :X
nice
[09:23 am]
Suicidal Insanity -- I also still could use spec sheet for the formats to make sure I am using them correctly - it appears BWscript doesn't have string names? Or they are in a different spot?
[09:22 am]
Suicidal Insanity -- I had thought it loads it from the MPQs and parses it, so I was working on re-implmenting that with the MPQ code changes, and then noticed that it does grab the MPQ interface but then ignores it :X
[09:03 am]
Pr0nogo -- ok, i'll explore that when you have that changed
[08:54 am]
Suicidal Insanity -- if trigedit has such things
[08:54 am]
Suicidal Insanity -- Or maybe change it to a warning
[08:54 am]
Suicidal Insanity -- I just need to disable the verification, then it would allow arbitrary characters
[08:48 am]
Pr0nogo -- would be nice to change that and see if that allows arbitrary characters
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