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Okay, thanks. Hey, is there a tool used to convert to custom text I have never done that?
function Trig_detonate_Conditions takes nothing returns boolean if ( not ( GetUnitTypeId(GetSpellTargetUnit()) == 'h002' ) ) then return false endif return trueendfunctionfunction Trig_detonate_Actions takes nothing returns nothing call IssueImmediateOrder( GetSpellAbilityUnit(), "stop" )endfunction//===========================================================================function InitTrig_detonate takes nothing returns nothing set gg_trg_detonate = CreateTrigger( ) call TriggerRegisterAnyUnitEventBJ( gg_trg_detonate, EVENT_PLAYER_UNIT_SPELL_EFFECT ) call TriggerAddCondition( gg_trg_detonate, Condition( function Trig_detonate_Conditions ) ) call TriggerAddAction( gg_trg_detonate, function Trig_detonate_Actions )endfunction
My solution: click away those errors when UMSWE loads up, and you can actually work with the map.The open version not visible in WC3 isn't actually a problem for me, since i'm not planning to give it out to the public.
Bring out your dead Events Unit - A unit Dies Conditions Actions Wait 2.00 seconds Unit - Remove (Dying unit) from the game
Bring out your dead Events Unit - A unit Dies Conditions Actions Wait 2.00 seconds Unit - Remove (Dying unit) from the game Do nothing
Make a copy of your map (just in case) and convert ALL the triggers with USMWE features into custom text.Save the map.Disable USMWE.Close WE and restart it.Open your map and check if it opens.Voila.If there's any issue, just let me know.
function Trig_No_Ally_Attack_Conditions takes nothing returns boolean return IsUnitAlly(GetAttacker(), GetOwningPlayer(GetTriggerUnit())) == trueendfunctionfunction Trig_No_Ally_Attack_Actions takes nothing returns nothing call IssueImmediateOrder( GetAttacker(), "stop" )endfunction//===========================================================================function InitTrig_No_Ally_Attack takes nothing returns nothing set gg_trg_No_Ally_Attack = CreateTrigger( ) call TriggerRegisterAnyUnitEventDK( gg_trg_No_Ally_Attack, EVENT_PLAYER_UNIT_ATTACKED ) call TriggerAddCondition( gg_trg_No_Ally_Attack, Condition( function Trig_No_Ally_Attack_Conditions ) ) call TriggerAddAction( gg_trg_No_Ally_Attack, function Trig_No_Ally_Attack_Actions )endfunction
My simple question is:How can I see which triggers were written with UMSWE?
Started by moyack
Started by LembidiZ