- Joined
- Feb 7, 2020
- Messages
- 399
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(15 ratings)
ApprovedYeah easy to add too. I don't have time to work on the tool these days tho :/This is extremely minor, but would be cool.
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 timeWhat is the flow of working between Better Trigger and the World Editor?
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Can you provide more information about the russian auto-translation or take a screenshot of your issue?Is this program outdated/incompatible with current WC3 patch?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![]()
Thx for reporting, I’ll fix these things for next update.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.
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.Thx for reporting, I’ll fix these things for next update.
Older maps are not supported yet, but I'm actually working on adding support for them atm.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!
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...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![]()
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 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.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?
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.
Yes they get deleted, although you still need to take care of object leaks as usual: Memory LeaksHad 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![]()
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.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
1. You drag the exported map file to the War3 map folder '.../Documents/Warcraft III/Maps/'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.
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 you1. 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![]()
I've not encountered any issues with 2d arrays so any hint is much appreciatedLet'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.
Destroying it will destroy what you passed in. It's just a reference to the point or region, not a copy.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?
Have you tried to select the parameter and press F2 yet? Or does that not work either?I'm having trouble renaming function parameters. It just doesn't work, Im stuck with untitled parameters. Help please.
It appears you have been using a modified editor, because it cannot even open in the standard World Editor.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.
What about 1.26a patch support?
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.I saw it. 1.26 never ever be supported? Like it's ever not planned ?
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.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.
Nope. The program was never designed to do that. It would require a complete rework.Any chance to make this operable within the World Editor itself.![]()
Yes. I use SharpCraft + addon to it. You can write in top post that SharpCraft not supported, to avoid the same questions.It appears you have been using a modified editor, because it cannot even open in the standard World Editor.



