Better Triggers (Custom Trigger Editor)

Info

Changelog


Better Triggers is a custom, standalone trigger editor for Warcraft III.

Intro

The editor expands with new features and aims to improve the overall user experience for both GUI users and scripters.
To support the new features this editor saves your trigger data in a project folder in your filesystem, keeping it separate from the World Editor's save format (.wtg). This also means the changes you make in Better Triggers aren't synced with the triggers in the World Editor.

However, if you decide that you no longer want to use Better Triggers, there is an option to move all the changes in Better Triggers back into the map. Of course, this is not possible if you use 'Better Trigger'-only features.

Full documentation/guide can be found here: Better Triggers Guide
GitHub repository can be found here: Source Code
All previous releases can also be found on GitHub: Releases


Compatibility

The editor works with the following Warcraft III versions:
  • Reforged 2.0.0
  • "Old" Reforged (1.32 -> 1.36.2)
  • 1.31.1
  • 1.30.4
  • 1.29.2
  • 1.28.5


Feature Highlights
  • Source files outside your map
  • External changes to scripts are automatically picked up by the editor
  • Copy an existing map's triggers to Better Triggers
  • "Starcraft II"-inspired GUI
  • Local variables in GUI
  • 2D GUI arrays
  • Custom action- condition- and function definitions
  • More natives in GUI, including frames
  • Improved GUI to custom script conversion
  • Editor color themes
  • Map compression and protection


Requirements

Version 1.6.4 (April 6, 2025)

Fixes:
  • Fixed a naming conflict on some BT-only features when combining it with an external JASS library.
  • The autocomplete feature in the script editor would replace the last word on the line above if the caret position was on an empty line.
Version 1.6.3 (March 23, 2025)

Fixes:
  • Script completion replaced too many characters when inserting something from the completion list.
  • Fix window out of screen bounds issue that could occur when changing monitor setup.
Version 1.6.2 (March 8, 2025)

General:
  • You can now double-click folders to expand them.

Fixes:
  • Fixed a bug where preplaced units and destructibles would not drop items from item tables.
  • Fixed a bug where preplaced destructibles would not be created properly.
  • Script autocomplete now correctly replaces the entire word under the caret position.
  • (Possibly fixed) When clicking on triggers in the explorer view they could sometimes jump to a previously moved trigger's location.
Version 1.6.1 (February 20, 2025)

General:
  • Added a window that displays CommonJ and BlizzardJ for easier lookup.

Fixes:
  • Fixed a bug where changing the type of a used local variable would cause an error.
  • Fixed an issue where you could not press '.' in a Real parameter field to insert a dot.
  • Hero skill code did not show the name of the ability.
  • Added missing keywords to vJASS syntax highlighting.
Version 1.6 (January 25, 2025)

New Features:
  • Added feature to automatically download updates when clicking "Download Update" in the update prompt window.

Fixes:
  • Fixed an issue where custom water tinting did not work.
  • Fixed compile error for sound variable names (again.... Reforged 2.0 update).
Version 1.5.8 (January 13, 2025)

General:
  • Added option to single-click triggers to open them.

Fixes:
  • Fixed a crash when selecting the Night Elf option in the unit-type dropdown. Blizzard accidentally removed an icon in Reforged 2.0.
Version 1.5.7 (December 27, 2024)

Fixes:
  • Fixed a bug where custom features like frame natives for GUI were not available. This was a result of Blizzard updating War3 to 2.0
  • Fixed a bug where the script obfuscator would cause JASS runtime errors when using 'TriggerRegisterVariableEvent'
  • The script generator was outputting ForGroup instead of ForGroupBJ. This could cause unexpected behavior when combining it with 'bj_wantDestroyGroup'
Version 1.5.6 (December 6, 2024)

Fixes:
  • Fixed a JASS compile error when using this tool in combination with World Editor versions prior to 1.32.
Version 1.5.5 Hotfix (November 13, 2024)

Fixes:
  • Blizzard launched version 2.0 of Reforged, which broke this tool. This is now fixed.
  • Negative numbers were not allowed in the "Real" number input box
  • Right-clicking to rename a file did not highlight the text.
Version 1.5.4 (October 20, 2024)

General:
  • Global variables now display detailed information in the explorer view. This feature can be enabled/disabled in 'Tools -> Options'.
  • Text editor font size can now be changed in the options menu.

Fixes:
  • Attempting to paste trigger elements with nothing copied would cause an error.
  • An error would occur when attempting to convert a trigger to script when it didn't contain local variables.
  • Fixed miscellaneous errors.
Version 1.5.3 (September 1, 2024)

Fixes:
  • Using a local variable in a for each (variable) loop would cause an error.
  • Adding files with an extension typo and then renaming to a .j or .lua would not update the files in the editor.
  • If a file had an extension typo, then was renamed with .j or .lua, then saved, the file would lose all its content.
  • Fixed a bug where deleting a trigger/script/variable etc. with the right-click menu, and then right-click in an empty area to delete another would cause an error.
  • Fixed some threading errors.
Version 1.5.2 (August 25, 2024)

Fixes:
  • Fixed an error when converting maps with empty icon strings.
  • In the unit-type selection window, the default selection was not highlighted in the Human tab. Also improved window loading speed.
Version 1.5.1 (August 24, 2024)

Hotfix:
  • The editor was stuck on verifying the Warcraft III installation on first startup.
Version 1.5 (August 24, 2024)

New Features:
  • The editor now supports some pre-Reforged versions! Tested and verified versions:
    • 1.31.1
    • 1.30.4
    • 1.29.2
    • 1.28.5
Fixes:
  • Fixed a bug where enabling "Include Trigger Data" options in the export would make the map untestable when using Better Triggers-only features.
  • The editor now correctly saves changes to array sizes.
  • Fixed a crash when dragging trigger items below an If-Then-Else statement or any trigger item with subitems.
  • Fixed a bug where users could drag trigger element into their own subitems, like dragging an If-Then-Else statement item into it's own 'Then' or 'Else' action, leading to a crash.
  • Fixed an issue where the editor loaded files into incorrect folders when those files were moved while not using the editor.
  • Fixed an error when attempting to create a parameter definition in a trigger.
  • Pasting in the trigger explorer without anything copied would cause an error.
Version 1.4.1 (August 16, 2024)

General:
  • Added option to submit bug reports in 'Tools -> Report Issue'.
Fixes:
  • Some default string parameters were quoted, leading to script runtime errors.
Version 1.4 (August 9, 2024)

New Features:
  • Implemented option to copy all trigger data from a Better Triggers project back into the map (.wtg) for use in the World Editor. This option exists in case users no longer wish to work in Better Triggers.
Fixes:
  • You could not add conditions to if-statements in action- and condition definitions.
  • Deleting local trigger data in use (parameters and local variables) would crash the editor.
  • Trigger comments would not load.
  • Upper-lower case letter changes to files would make the trigger ID collision detection complain.
Version 1.3.3 (June 29, 2024)

General:
  • Improved the script editor autocomplete feature. It now reacts to all key-presses and not only Ctrl + Spacebar.
  • Changed script editor search style and color.
Fixes:
  • Fixed a bug where copy-pasting action- and condition definition uses in a trigger would lead to a crash.
  • Fixed an issue where parameters in action- condition- and function definitions did not correctly transform complex types, leading to script errors. E.g. "Unit-Type" -> "integer".
Version 1.3.2 (June 10, 2024)

Fixes:
  • Validate Script, Test Map and Build Map functions caused a thread error when a variable tab was open.
Version 1.3.1 (May 27, 2024)

Fixes:
  • Fixed an error when attempting to reload map data after saving in the WE.
Version 1.3 (May 25, 2024)

New Features:
  • Create your own re-usable Action- Condition- and Function definitions.
  • The tool now offers map compression and protection options when exporting the final map.
  • The tool is now interoperable with HiveWE. Changes made to files with HiveWE are now picked up by Better Triggers while running the programs simultaneously.
  • Trigger Importer: Import triggers from any map (assuming they aren’t protected).
  • Added an option to generate all global variables for preplaced map objects.
  • Added an option to open the most recent project on application startup.

Fixes:
  • Fixed a crash when clicking the ‘Custom Script’ checkmark in a trigger.
Version 1.2.5 (November 15, 2023)

General:
  • Now opens all opened tabs from previous session when loading a project.

Fixes:
  • Fixed a crash when attempting to copy triggers from a map (sorry, didn't catch that until now).
Version 1.2.4 (October 29, 2023)

General:
  • Updated runtime to .NET 6.
  • Added a 'project settings' window.
  • It is now possible to collaborate on triggers with multiple people, as the editor now generates random id's for triggers and variables.
  • Selecting a trigger in the 'Changed Triggers' window will now bring the selected trigger into view in the trigger explorer.

Fixes
  • Fixed a bug where local variables lead to script errors in Lua mode.
Version 1.2.3.2 (August 26, 2023)

Fixes:
  • Fixed a bug where pre-placed items would not be set correctly in the script, leading to null variables for all preplaced items.
  • You can now use local variables as conditionals in if-statements.
  • Fixed an issue where the 'Recent Files' list could reset.
Version 1.2.3.1 (May 9, 2023)

Fixes:
  • The tool now correctly reloads map data after your map has finished saving.
Version 1.2.3 (April 16, 2023)

General:
  • Game directory now defaults to "C:/Program Files (x86)/Warcraft III" when launching the first time.
  • The map selection window now uses Window's native folder picker.

Fixes:
  • Fixed a first time use crash when the map had script errors when validating the script.
  • Fixed a bug where the tool would not apply script changes to Lua mode maps.
Version 1.2.2.2 (April 3, 2023)

Fixes:
  • Fixed a crash when testing a map and the application was installed in a path with whitespaces.
  • Fixed a crash when a user had an empty DVD drive on their system.
Version 1.2.2.1 (March 15, 2023)

Hotfix
Version 1.2.2 (March 13, 2023)

New Features:
  • Option to select between different editor color themes.
  • Added an option to show/hide trigger category icons inside the 'Trigger Element Menu'.

General:
  • Regular map files (.w3x and .w3m) are now supported. Your map is no longer required to be in folder mode.
  • The tool now only replaces the map script for the test map and exported map, and not for the source map.

Fixes:
  • Fixed an edge case bug when generating the script for unit/destructible item tables.
Version 1.2.1 (February 22, 2023)

General:
  • You can now Ctrl + scroll in the script editor to change font size.
  • Added a script font style setting.
  • Added all natives, BJ functions, constants and more to the script editor's autocomplete.

Fixes:
  • Fixed a rare crash when swapping between game versions.
  • Fixed a bug where the text editor would attempt to autocomplete every keystroke.
Version 1.2 (February 12, 2023)

New Features:
  • You can now create frames in GUI!
  • More GUI natives.
  • CliCli-style trigger editor mode option.
  • All open tabs can now be closed from a right-click menu.
  • Added system-wide hotkey option (hotkey presses register without the window being in focus) for the following actions:
    • Validate Triggers
    • Test Map
    • Build Map

General:
  • Projects now load significantly faster.
  • The 'Trigger Converter' has been removed from the 'Tools' menu, and is now only accessible in the 'New Project' window.
  • Added 'imagefile' parameter control that displays War3 icons.

Fixes:
  • Fixed a bug where 'handle' type parameters were not listed in the parameter selection window.
  • For Lua mode, 'TriggerRegisterVariableEvent' in GUI now works correctly. Lua mode in the World Editor handles this native differently than everything else, and I only caught it by pure luck.
Version 1.1.4 (January 24, 2023)

General:
  • App settings are now stored in AppData/Local.
  • Improved search functionality.

Fixes:
  • Fixed a crash when the user would create files with unknown extensions in the src folder.
  • Fixed a bug where array index links were not rendered.
  • Fixed a bug where variable initial values were not checked when saving your map, leading to script errors.
  • Fixed an issue where files and folders would move to the cursor location after closing the right-click menu.
  • Fixed various local variable bugs.
  • The editor now correctly displays modified object data names for 1.33+ maps.
Version 1.1.3 (December 20, 2022)

General:
  • Supports WC3 patch 1.35.

Fixes:
  • Fixed some filesystem bugs.
  • Fix for jumpy trigger elements. When creating a new trigger element on double-click and then holding and dragging after the dialog menu closed, the element could jump to the last 'parent' used in a 'move' command, which could be an invalid trigger element location.
  • Fixed an error where WESTRINGs for some presets were not correctly fetched, leading to a crash when adding them as parameters.
  • Empty strings are now allowed in parameters.
Version 1.1.2 (December 10, 2022)

General:
  • Updated icon.
  • Added a new 'New Project' window.
  • The map path is now saved with the project when converting triggers from a map.

Fixes:
  • Fixed misc errors.
Version 1.1.1 (December 2, 2022)

General:
  • Local variables now actually use locals in the script, so GUI users can get the best benefits of locals. However, the option for arrays has been removed.
Version 1.1 (December 1, 2022)

New Features:
  • Local variables are now available for GUI triggers.
  • Added editor versioning.
  • Default parameters for new trigger elements.
  • Keybinding menu.
  • Global variables menu.
  • "Copy as text" for GUI triggers.
  • Search functionality for the trigger explorer.
  • Option to switch between game versions.

General:
  • Improved undo/redo to handle changes to GUI triggers and variables more properly.

Fixes:
  • Fixed a bug where "Value Of Real Variable" event would not accept variables.
  • Fixed a bug where empty arrays would count as valid parameters.
  • Fixed a crash that could occur in the parameter menu.
  • Fixed a crash when trying to disable/enable elements in the trigger explorer.
  • Fixed a crash when attempting to copy/cut/paste or enable/disable trigger elements with the context menu while no element was selected.
  • Fixed a crash when attempting to drag-drop trigger elements while editing their name.
  • Misc. fixes.
Version 1.0.4 (August 19, 2022)

General:
  • The trigger explorer now remembers what folders were expanded in a project.
  • Added GUI ECA's from 1.33.
  • Added a few missing types and keywords for Jass syntax highlighting.
  • Improved 'Set Variable' parameter selection. Array index values are kept when changing to a variable with the same number of dimensions.
Fixes:
  • Fixed a crash that could occur when loading different projects too many times.
  • Selected variable parameters now scroll into view when clicking on the parameter link.
Version 1.0.3 (August 13, 2022)

General:
  • Added a rename option for the right-click menu in the trigger explorer.
  • Partial non-ASCII name support for variables, triggers, regions, cameras etc. etc.
  • Object data now displays 'Editor Suffix'.
Fixes:
  • Fixed a crash when variables with references were deleted (through the filesystem) while Better Triggers wasn't running. The next time someone would load and test a project it would crash.
  • Custom units now show up for the correct race.
  • Units now have the correct icon.
  • Fixed an issue where trigger elements could jump to the cursor point after creating new trigger elements/parameters.
Version 1.0.2 (August 5, 2022)

Fixes:
  • Fixed a crash when converting certain maps with the Trigger Converter.
  • Fixed a crash that could occur when cut/pasting trigger elements.
  • Fixed a crash when attempting to select abilities, buffs and more from the parameter list.
  • Fixed some edge case compile errors.
  • Fixed a bug where a variable type change was not correctly changed for the initial value.
Version 1.0.1 (August 3, 2022)

General:
  • Subtree now expands when creating special trigger elements.
  • You can now double click parameter values.

Fixes:
  • Fixed a bug when copy/pasting special trigger elements.
  • Fixed name searching for some parameter values.
Contents

Better Triggers (Binary)

Reviews
eejin
I love the quick edit at the bottom of GUI triggers, saves having to go through multiple windows and dialogs. Some minor points: Auto detection of the game folder would be sweet (Almost always C:/Program Files(x86)/Warcraft III) The startup popup...
This is extremely minor, but would be cool.
Yeah easy to add too. I don't have time to work on the tool these days tho :/

What is the flow of working between Better Trigger and the World Editor?
Better Triggers detects changes to your map every time you save it in the World Editor, so you can freely edit your map and use the tool at the same time :)

I'll admit it's not described in the docs. I'll update it sometime.
 
Level 1
Joined
Sep 12, 2023
Messages
2
Is this program outdated/incompatible with current WC3 patch? I can add new triggers, but Events, Conditions, Local Variables and Actions are all greyed out. If i load an existing map, it shows the map name and imported triggers in russian for some reason?

Edit: Nvm, im just stupid. Still no idea why everything gets auto-translated to russian tho 🙈
 
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Is this program outdated/incompatible with current WC3 patch? I can add new triggers, but Events, Conditions, Local Variables and Actions are all greyed out. If i load an existing map, it shows the map name and imported triggers in russian for some reason?

Edit: Nvm, im just stupid. Still no idea why everything gets auto-translated to russian tho 🙈
No the tool works with the latest patch. Can you provide more information about the russian auto-translation or take a screenshot of your issue?
 
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Level 2
Joined
Dec 19, 2013
Messages
6
I'm enjoying this tool a lot, thanks -- however, I've run into some problems. I'm working in Lua, and whenever I attempt to convert a GUI trigger to a custom script, the program crashes. This seems to happen reliably. I've also experienced the language randomly switching from Lua -> JASS, despite the preferences saying Lua (i.e. new scripts created are .j). The solution seems to be switch to to JASS and back to Lua, although it has reverted at least once.
 
I'm enjoying this tool a lot, thanks -- however, I've run into some problems. I'm working in Lua, and whenever I attempt to convert a GUI trigger to a custom script, the program crashes. This seems to happen reliably. I've also experienced the language randomly switching from Lua -> JASS, despite the preferences saying Lua (i.e. new scripts created are .j). The solution seems to be switch to to JASS and back to Lua, although it has reverted at least once.
Thx for reporting, I’ll fix these things for next update.
 
Level 2
Joined
Dec 19, 2013
Messages
6
Thx for reporting, I’ll fix these things for next update.
Sounds good. Also, how long should it take a previous map to convert? I have an old map I'm trying to port to this system. It's about 3MB and has 500+ triggers. Whenever I try to convert it I get a progress bar and I can see that it's using about 10x of the map's memory, but not really using the CPU and not writing to disk. I've left it running for over an hour and no new files were populated outside of the default directories it creates on initialization. Any ideas? It also doesn't let me click the "Cancel" button during the conversion process, although that's minor since I can just X out of it.

It might just be this particular map, because I have another old map I work on that's 7MB and it converted instantly. Any advice would still be much appreciated!

Edit: It's possible that the first map I described is simply not compatible due to having vJASS code?
 
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Sounds good. Also, how long should it take a previous map to convert? I have an old map I'm trying to port to this system. It's about 3MB and has 500+ triggers. Whenever I try to convert it I get a progress bar and I can see that it's using about 10x of the map's memory, but not really using the CPU and not writing to disk. I've left it running for over an hour and no new files were populated outside of the default directories it creates on initialization. Any ideas? It also doesn't let me click the "Cancel" button during the conversion process, although that's minor since I can just X out of it.

It might just be this particular map, because I have another old map I work on that's 7MB and it converted instantly. Any advice would still be much appreciated!
Older maps are not supported yet, but I'm actually working on adding support for them atm.

The current solution is to open the old map in the newest World Editor, save it, and then convert it in Better Triggers :)
 
Level 2
Joined
Dec 19, 2013
Messages
6
Older maps are not supported yet, but I'm actually working on adding support for them atm.

The current solution is to open the old map in the newest World Editor, save it, and then convert it in Better Triggers :)
Thank you -- this seems to work! Was having problems compiling my map in 1.36 at first but then realized that JassHelper is not enabled by default for some reason...

Update: This worked in theory, but there are inconsistencies. For some reason I'm unable to find a few units that are placed on the map despite them being valid in the Reforged editor. There's also some weird coordinate shenanigans happening, not quite sure what's up with that. Also, everything was converted into a .trg, even fully vJASS files which have custom script enabled. Not sure if this is the intended behavior, but it'll mean that I have to manually create .j files and copy and paste my triggers into them it seems.
 
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Level 2
Joined
Dec 19, 2013
Messages
6
Sorry to be adding so much information/questions. I've spent a good number of hours with this tool now and unfortunately there seem to be inconsistencies and gamebreaking issues with BT.

1. Variables do not appear to be handled in the same manner as WE. I'm trying to figure out exactly why, but there must be something changed in initialization between the two since I have many scripts that don't behave the same after being ported to BT, especially regarding the location of units placed in the map. I'm guessing this is because of some initialization ordering change, although I'm not sure why it would happen as the structure of the triggers seems to have been maintained in BT.

2. Setting global variables in BT has inconsistent results. If you set a global variable by clicking on the "Variables" tab and choosing the initial value, it will either crash BT, or it will set the variable, but next time you load BT the value will not be set to the default. However, if you set the initial value by clicking on the variable directly (as if it were a trigger), then it gets stored correctly across multiple sessions. Also, I'm not sure if this was the intended behavior, but the initial value of ALL of my variables have been corrupted to nothing when my map was ported to BT.

I really do like this program and I recognize you're dedicating your free time to getting it working. It is very impressive and I want to use it so badly. However, it doesn't seem like it's at a state where I can work on existing, complex projects reliably, although I hope it'll get there eventually.
 
Sorry to be adding so much information/questions. I've spent a good number of hours with this tool now and unfortunately there seem to be inconsistencies and gamebreaking issues with BT.

1. Variables do not appear to be handled in the same manner as WE. I'm trying to figure out exactly why, but there must be something changed in initialization between the two since I have many scripts that don't behave the same after being ported to BT, especially regarding the location of units placed in the map. I'm guessing this is because of some initialization ordering change, although I'm not sure why it would happen as the structure of the triggers seems to have been maintained in BT.

2. Setting global variables in BT has inconsistent results. If you set a global variable by clicking on the "Variables" tab and choosing the initial value, it will either crash BT, or it will set the variable, but next time you load BT the value will not be set to the default. However, if you set the initial value by clicking on the variable directly (as if it were a trigger), then it gets stored correctly across multiple sessions. Also, I'm not sure if this was the intended behavior, but the initial value of ALL of my variables have been corrupted to nothing when my map was ported to BT.

I really do like this program and I recognize you're dedicating your free time to getting it working. It is very impressive and I want to use it so badly. However, it doesn't seem like it's at a state where I can work on existing, complex projects reliably, although I hope it'll get there eventually.

I'm sorry to hear that. The World Editor has many weird quirks, which I'm sure I haven't covered them all.

Thanks for trying the tool though and thanks for valuable feedback! I'll look into the issues.
 
Level 2
Joined
Jan 11, 2024
Messages
4
LaZzy Godt Arbejde!

Is there any chance for Naga units from the tft campaign to be added? or is it something we need to pay for?
 
LaZzy Godt Arbejde!

Is there any chance for Naga units from the tft campaign to be added? or is it something we need to pay for?
I don't understand what it has to do with this tool. Did you mean to post this on my Direct Strike map thread? In which case no, there are no plans to add Naga units.
 
Level 1
Joined
Jan 29, 2019
Messages
2
@LazZ a great thanks to you for this usefull tool.

I came by some minor problems I want to point out:
  • Cannot enter real value in GUI only integer. I tried with shift ".", pavnum "." and the "," but nothing worked.
  • Also in GUI, when I click on Custom script to the text catcher is not on focus, that would save a huge amount of time to be so, at least when its a new one.
  • And I agreed with Barade on the find & replace that could be awesome.
    Just had another idea while working with a GUI trigger mixed with JASS. You could add a find&replace text dialog which works on all custom script actions in a GUI trigger if it is not already supported.
 
Level 1
Joined
Jan 29, 2019
Messages
2
Recently I got a new problem with this error when I try to test my map :
1717271801072.png


I seen it for the first when installing the last update 1.3.1 and now also with the version 1.2.5, I came back to it because it seem to correct this error at least in the beginning...
The button "Validate Map Trigger" also seem to lead to crash Better Trigger without any crash message.

It happen even when I get back to a previous version that worked soon before...

UPDATE :
I found that in all my condition using local variable where display as null and after had actualised them the Validate Map Trigger worked, helping me to correct another issue that may have cause the first error.
I hope this will do the trick...
 
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Level 8
Joined
Dec 9, 2023
Messages
57
Had a quick play around with the editor and its really beautifully designed! one thing that really interested me was Local Variables, do they auto delete after the trigger has run? Do we have a way to delete them manually? Normally this is the case but you never know when working with Warcraft :thumbs_up:
 
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Level 3
Joined
Apr 20, 2022
Messages
17
HI,A few suggestions

  • For Chinese users, Blizzard's localization is not very good, or rather very poor. We have loaded translated text from local resources to handle trigger translation. I am not sure if it can support reading localized files -- <retail\ui\triggerstrings.txt>
  • As you may know, Blizzard added some new physical editor projects and triggers after rebooting, but the official editor did not provide support. I noticed that you provided UI functions, which is very good, but I am not sure if you can provide additional support for the physical editor. The main focus is on the addition of single bit commands with no target - priority attack skills and unit target - UD's dagger
  • Do you know if the tool has plans to support multiple languages?

Please forgive my English, this is a message from machine translation
 
Had a quick play around with the editor and its really beautifully designed! one thing that really interested me was Local Variables, do they auto delete after the trigger has run? Do we have a way to delete them manually? Normally this is the case but you never know when working with Warcraft :thumbs_up:
Yes they get deleted, although you still need to take care of object leaks as usual: Memory Leaks

HI,A few suggestions

  • For Chinese users, Blizzard's localization is not very good, or rather very poor. We have loaded translated text from local resources to handle trigger translation. I am not sure if it can support reading localized files -- <retail\ui\triggerstrings.txt>
  • As you may know, Blizzard added some new physical editor projects and triggers after rebooting, but the official editor did not provide support. I noticed that you provided UI functions, which is very good, but I am not sure if you can provide additional support for the physical editor. The main focus is on the addition of single bit commands with no target - priority attack skills and unit target - UD's dagger
  • Do you know if the tool has plans to support multiple languages?

Please forgive my English, this is a message from machine translation
The editor is English-only. I don't know if it will ever support multiple languages, because I would also need to translate every string that is exclusively in this tool.
 
Level 9
Joined
Oct 20, 2010
Messages
228
I've created custom GUI Function Definitions, but it is not clear on how to use them. Where is this located?

Edit: Please fix being unable to copy-paste custom action definitions within a trigger. Crashes.

Edit2: Actually, at time of writing, custom action definitions are damn-near unusable, and I recommend people avoid them in the current state.
 
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Level 2
Joined
Dec 9, 2018
Messages
6
Been reading through the comments and I'm unfortunately still confused by how I create a playable copy of my map with the triggers I wrote in this trigger editor.

1. After I export my map, how would I host the version of it that has all the added triggers from this UI?

2. When I want to open my map in WE, I should open the one map that I initially imported triggers from or should I open the map file that's created when exporting?

Sorry I know you've answered these questions/similar questions a lot, but I've still been struggling to wrap my head around how the map file gets associated with the exported triggers.

Really appreciate what you've made though, its a huge boon to those of us who don't really want to dive into code just yet.
 
Been reading through the comments and I'm unfortunately still confused by how I create a playable copy of my map with the triggers I wrote in this trigger editor.

1. After I export my map, how would I host the version of it that has all the added triggers from this UI?

2. When I want to open my map in WE, I should open the one map that I initially imported triggers from or should I open the map file that's created when exporting?

Sorry I know you've answered these questions/similar questions a lot, but I've still been struggling to wrap my head around how the map file gets associated with the exported triggers.

Really appreciate what you've made though, its a huge boon to those of us who don't really want to dive into code just yet.
1. You drag the exported map file to the War3 map folder '.../Documents/Warcraft III/Maps/'
2. Yes, you open the map you initially imported from in the WE. The exported map should only be used as the map you distribute online. When exporting you can enable protection options, making it unopenable in the editor, so it doesn't make sense to use the exported map as your source when editing, since it corrupts and deletes editor-only files.

You can read the documentation linked in the description of this resource, but if anything is unclear just ask :)
 
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1. You drag the exported map file to the War3 map folder '.../Documents/Warcraft III/Maps/'
2. Yes, you open the map you initially imported from in the WE. The exported map should only be used as the map you distribute online. When exporting you can enable protection options, making it unopenable in the editor, so it doesn't make sense to use the exported map as your source when editing, since it corrupts and deletes editor-only files.

You can read the documentation linked in the description of this resource, but if anything is unclear just ask :)
Thanks for replying so quickly! Your answers demystified the workflow for me and I'm happy to say I've been able to make a lot of progress today thanks to you :thumbs_up:
 
Let's go! Love the update. It addresses a few issues i've been having. I hope you find the time to look into 2d arrays as well, because they seem to break under unknown circumstances. I can try and replicate it if you'd like.
I've not encountered any issues with 2d arrays so any hint is much appreciated :)
 
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2d arrays have been working since my comment - must've been an issue with code potentially, oh well.

I have a question: are params in custom actions leakless? If I pass in a region or a point, should I destroy the param? Or will destroying it actually destroy what was passed in?
 
2d arrays have been working since my comment - must've been an issue with code potentially, oh well.

I have a question: are params in custom actions leakless? If I pass in a region or a point, should I destroy the param? Or will destroying it actually destroy what was passed in?
Destroying it will destroy what you passed in. It's just a reference to the point or region, not a copy.
 
Wow. This is pretty cool. Now make one for sc2 please.. lol.

Jokes aside, this is quite a piece of art you have created here. Well done. If I still edited warcraft3 models, and warcraft3, I would have found this tool to be a work of art. what a nice little package you have created here. well done.
 
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Been awhile since I've been on the hive and working on my game. Stumbled on this right away since I'm on here trying to learn how I'm gonna debug my map and prevent so many desyncs. I think the main problem is leaks, but I immediately found a missing object of a variable and an incorrectly defined variable in one of my triggers on opening up my triggers in this tool. I have high hopes for this tool going forward. At the least it can hopefully keep my laptop cooler not having worldedit running all the time, but I'm sure I'll get other uses out of it. Can't thank you enough for this improvement.
 
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Level 10
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It works on my other maps, but here is an error when I try to import triggers from my current working map:

screen.jpg

I didn't fount anything about the problem in the manual.

I attached my map, maybe it will help you to fix it.

upd: sample map has been deleted because of answer.
 
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It works on my other maps, but here is an error when I try to import triggers from my current working map:

View attachment 489746

I didn't fount anything about the problem in the manual.

I attached my map, maybe it will help you to fix it.
It appears you have been using a modified editor, because it cannot even open in the standard World Editor.
 
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I saw it. 1.26 never ever be supported? Like it's ever not planned ?
1.26 or older uses the old executable files for both game and editor (war3.exe and worledit.exe). And this tool is only looking for the installation folder with the new executables (Warcraft III.exe and World Editor.exe). So if you attempt to choose the WC3 installation path, it fails.
Also, Blizzard added plethora of new natives with the latest patches that made them incompatible with older patches. I think that might be the reason.
Those were undocumented, but I'm pretty sure you can ONLY use this tool on versions beyond 1.26.
 
1.26 or older uses the old executable files for both game and editor (war3.exe and worledit.exe). And this tool is only looking for the installation folder with the new executables (Warcraft III.exe and World Editor.exe). So if you attempt to choose the WC3 installation path, it fails.
Also, Blizzard added plethora of new natives with the latest patches that made them incompatible with older patches. I think that might be the reason.
Those were undocumented, but I'm pretty sure you can ONLY use this tool on versions beyond 1.26.
Ehhh. I understand that current modding is on newer versions. But in some cases 1.26a still usable, and for me i prefer that patch. So it's very sad that it's not supported then. :(
 
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