hi
i am trying to find a good way of makeing clean code structure
like in visual c++ you can make many files and use #include and use headers and stuff to make it more clean
im useing the out of the box wc3 editor currently, u probably guna suggest me something new^^
i used to use newgen editor but i stopped useing it as it has many bugs with the newest wc3 version
so i came up with makeing new triggers insite categorys, they like files in visual c++!!
but i encounterd some problems
firstly the compiler required me to leave the init_ function there, np i allways put it at bottom
but then there is really bad ass problem!!
its todo with the tree structure of the code
since there are no prototypes for functions u need to allways maintain the correct order of the functions beeing called
but when one trigger is haveing an error and thus getting deactivated, it somehow messes up the order in the script and causeing troubles to triggers above which are dependant to one another
the annoyance in this is that u have to activate all the triggers which got deactivated by this again by hand, and they wont just activate again either, u must remove the functions which makes the trigger dependant to others, then enable it, then paste the functions back in.....
any solution to that?
i prefer not to use some fancy newgen or anything since it allways causeing bugs and screwing up my whole map^^
i am trying to find a good way of makeing clean code structure
like in visual c++ you can make many files and use #include and use headers and stuff to make it more clean
im useing the out of the box wc3 editor currently, u probably guna suggest me something new^^
i used to use newgen editor but i stopped useing it as it has many bugs with the newest wc3 version
so i came up with makeing new triggers insite categorys, they like files in visual c++!!
but i encounterd some problems
firstly the compiler required me to leave the init_ function there, np i allways put it at bottom
but then there is really bad ass problem!!
its todo with the tree structure of the code
since there are no prototypes for functions u need to allways maintain the correct order of the functions beeing called
but when one trigger is haveing an error and thus getting deactivated, it somehow messes up the order in the script and causeing troubles to triggers above which are dependant to one another
the annoyance in this is that u have to activate all the triggers which got deactivated by this again by hand, and they wont just activate again either, u must remove the functions which makes the trigger dependant to others, then enable it, then paste the functions back in.....
any solution to that?
i prefer not to use some fancy newgen or anything since it allways causeing bugs and screwing up my whole map^^