Staredit Network > Forums > Modding Assistance > Topic: Triggers in mods?
Triggers in mods?
Oct 17 2008, 6:50 pm
By: Biophysicist  

Oct 17 2008, 6:50 pm Biophysicist Post #1



I've seen several people mentioning triggers in mods, and I was wondering how they do that. Then I heard of a program called TrigPlug, but don't know where to get it or how to use it if I did. Can someone help?

(Assuming TrigPlug is, in fact, related to triggers... If not, is there any other way to change the default melee triggers?)

Post has been edited 1 time(s), last time on Oct 17 2008, 6:57 pm by TassadarZeratul.



None.

Oct 17 2008, 8:14 pm O)FaRTy1billion[MM] Post #2

👻 👾 👽 💪

There are .trg files in the MPQ... just export triggers and strip header information.

Things you should be aware of:
- Locations are not loaded... although I've heard ways to get around that.
- Strings cannot be used in triggers (unless you want to display like map name ...)
- CUWP slots cannot be used.

TrigPlug expands triggers... but it isn't done.



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Oct 17 2008, 8:47 pm poiuy_qwert Post #3

PyMS and ProTRG developer

To expand a bit more, the triggers that a mod uses are triggers that apply only for certain game modes. For example the Melee game mode uses triggers to give the initial 50 minerals to all players, and to defeat the players when they have no buildings.




Oct 17 2008, 9:47 pm Biophysicist Post #4



Okay. So I how do I export the triggers, and how do I get them into the MPQ? (eg. what program, what filename, and what program do I use?)

@poiuy_qwert: I guessed that, but thanks anyway.



None.

Oct 18 2008, 1:17 am poiuy_qwert Post #5

PyMS and ProTRG developer

You can export triggers with StarEdit (or SC X-tra Editor since it is StarEdit) then hex edit or use a program to strip the header, or you can write triggers in PyTRG.




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