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Compilation Error - Can't save my map

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I unleaked some triggers on my map yesterday, no problem except 3icons blocked the map save and so i removed them from the map. But now, i can't save my map without these 3icons cauz' of 263 compilations errors which appears.

JASS:
//===========================================================================
// Trigger: Map initialisation
//===========================================================================
function Trig_Map_initialisation_Actions takes nothing returns nothing
    call MeleeStartingHeroLimit(  )
    call SetUnitInvulnerable( gg_unit_h002_0015, true )
    call SetUnitInvulnerable( gg_unit_h002_0014, true )
    call SetUnitInvulnerable( gg_unit_h002_0016, true )
    call SetUnitInvulnerable( gg_unit_h00K_0038, true )
    call SetUnitInvulnerable( gg_unit_h00K_0006, true )
    call SetUnitInvulnerable( gg_unit_h00K_0039, true )
    call SetUnitInvulnerable( gg_unit_h001_0012, true )
    call SetUnitInvulnerable( gg_unit_h003_0018, true )
    call SetUnitInvulnerable( gg_unit_h003_0019, true )
    call SetUnitInvulnerable( gg_unit_h003_0017, true )
    call SetUnitInvulnerable( gg_unit_h00L_0041, true )
    call SetUnitInvulnerable( gg_unit_h00L_0040, true )
    call SetUnitInvulnerable( gg_unit_h00L_0042, true )
    call SetUnitInvulnerable( gg_unit_h000_0013, true )
    call SetPlayerName( Player(PLAYER_NEUTRAL_AGGRESSIVE), "TRIGSTR_1343" )
    set bj_forLoopAIndex = 1
    set bj_forLoopAIndexEnd = 16
    loop
        exitwhen bj_forLoopAIndex > bj_forLoopAIndexEnd
        call SetPlayerFlagBJ( PLAYER_STATE_GIVES_BOUNTY, true, ConvertedPlayer(GetForLoopIndexA()) )
        call ForceAddPlayerSimple( ConvertedPlayer(GetForLoopIndexA()), udg_StreakPGroup_Display )
        set udg_BaseName[GetForLoopIndexA()] = GetPlayerName(ConvertedPlayer(GetForLoopIndexA()))
        call SetPlayerStateBJ( ConvertedPlayer(GetForLoopIndexA()), PLAYER_STATE_RESOURCE_GOLD, 850 )
        set bj_forLoopAIndex = bj_forLoopAIndex + 1
    endloop
    set udg_Colour[1] = "|cffff0303"
    set udg_Colour[2] = "|cff0042ff"
    set udg_Colour[3] = "|cff1ce6b9"
    set udg_Colour[4] = "|cff540081"
    set udg_Colour[5] = "|cfffffc01"
    set udg_Colour[6] = "|cfffeba0e"
    set udg_Colour[7] = "|cff20c000"
    set udg_Colour[8] = "|cffe55bb0"
    set udg_Colour[9] = "|cff959697"
    set udg_Colour[10] = "|cff7ebff1"
    set udg_Colour[11] = "|cff106246"
    set udg_Colour[12] = "|CFF4A2800"
    set udg_Colour[13] = "|cFF5A5A5A"
    set udg_Couleur_txt[1] = "red"
    set udg_Couleur_txt[2] = "blue"
    set udg_Couleur_txt[3] = "teal"
    set udg_Couleur_tx//===========================================================================
function InitCustomTriggers takes nothing returns nothing
    call InitTrig_Map_initialisation(  )
    call InitTrig_Time_Mins(  )
    call InitTrig_Time_Seconds(  )
    call InitTrig_Victoire_Team_1(  )
    call InitTrig_Victoire_Team_2(  )
    call InitTrig_OneSec_Elapsed_GT(  )
    call InitTrig_Heros_achetes(  )
    call InitTrig_Deny(  )
    call InitTrig_Respawn_Tree(  )
    call InitTrig_Respawn_Heros(  )
    call InitTrig_Gold(  )
    call InitTrig_KillCreep(  )
    call InitTrig_Damage_Display(  )
    call InitTrig_Leaver(  )
    call InitTrig_debut_spawn(  )
    call InitTrig_Spawn_Top(  )
    call InitTrig_Spawn_Mid(  )
    call InitTrig_Spawn_Bot(  )
    call InitTrig_Sorciere_Sorcier_Orc_attaque(  )
    call InitTrig_Top_move_spawn_t1(  )
    call InitTrig_Top_move_spawn_t2(  )
    call InitTrig_Top_move_spawn_mid(  )
    call InitTrig_Mid_move_spawn_t1(  )
    call InitTrig_Mid_move_spawn_t2(  )
    call InitTrig_Mid_move_spawn_mid(  )
    call InitTrig_Bot_move_spawn_t1(  )
    call InitTrig_Bot_move_spawn_t2(  )
    call InitTrig_Bot_move_spawn_mid(  )
    call InitTrig_Team_1_top_2(  )
    call InitTrig_Team_1_mid_2(  )
    call InitTrig_Team_1_bot_2(  )
    call InitTrig_Team_2_top_2(  )
    call InitTrig_Team_2_mid_2(  )
    call InitTrig_Team_2_bot_2(  )
    call InitTrig_Team_2_bot_1(  )
    call InitTrig_Team_2_mid_1(  )
    call InitTrig_Team_2_top_1(  )
    call InitTrig_Team_1_bot_1(  )
    call InitTrig_Team_1_mid_1(  )
    call InitTrig_Team_1_top_1(  )
    call InitTrig_Team_1_mid_0(  )
    call InitTrig_Team_1_bot_0(  )
    call InitTrig_Team_1_top_0(  )
    call InitTrig_Team_2_mid_0(  )
    call InitTrig_Team_2_bot_0(  )
    call InitTrig_Team_2_top_0(  )
    call InitTrig_EdF_cast(  )
    call InitTrig_EdF_loop_1(  )
    call InitTrig_EdF_loop_2(  )
    call InitTrig_EdF_effet_end(  )
    call InitTrig_Orage_cast(  )
    call InitTrig_Orage_loop_1(  )
    call InitTrig_Orage_loop_2(  )
    call InitTrig_CdE_cast(  )
    call InitTrig_CdE_end(  )
    call InitTrig_Attaque_Foudroyante(  )
    call InitTrig_Attaque_Foudroyante_timer_expires(  )
    call InitTrig_Sphere_de_Glace_Spawn(  )
    call InitTrig_Sphere_de_Glace_Trigger(  )
    call InitTrig_Sphere_de_Glace_Effects(  )
    call InitTrig_Nova_de_Glace_Cast(  )
    call InitTrig_Nova_de_Glace_end_EffetPause(  )
    call InitTrig_Nova_de_Glace_doms(  )
    call InitTrig_Vague_Filante(  )
    call InitTrig_Vague_Filante_Loop(  )
    call InitTrig_Grace_dElune(  )
    call InitTrig_Grace_dElune_Loop(  )
    call InitTrig_Cercle_de_Lune(  )
    call InitTrig_CdL_Loop(  )
    call InitTrig_CdL_End(  )
    call InitTrig_Starfall(  )
    call InitTrig_Retour_dans_le_passe(  )
    call InitTrig_Retour_dans_le_passe_timer_expires(  )
    call InitTrig_Pause_Temporelle(  )
    call InitTrig_Pause_Temporelle_timer_expires(  )
    call InitTrig_Ddlet(  )
    call InitTrig_Marteau_de_la_Justice(  )
    call InitTrig_Marteau_de_la_Justice_Loop(  )
    call InitTrig_Tourbillon_de_Lame(  )
    call InitTrig_TdL_timer_expires(  )
    call InitTrig_TdL_boucle(  )
    call InitTrig_Choc_de_Damocles(  )
    call InitTrig_CdD_timer_expires(  )
    call InitTrig_Arc_dElune(  )
    call InitTrig_Arc_dElune_Nuit(  )
    call InitTrig_Arc_dElune_Jour(  )
    call InitTrig_MultiShot(  )
    call InitTrig_AR_Preload(  )
    call InitTrig_AR_Start(  )
    call InitTrig_AR_Loop(  )
    call InitTrig_AR_AnimLoop(  )
    call InitTrig_TdL(  )
    call InitTrig_LdT(  )
    call InitTrig_LdT_Loop(  )
    call InitTrig_Bouclier_de_Flammes(  )
    call InitTrig_Tourbillon_Sanglant(  )
    call InitTrig_Soif_de_Sang(  )
    call InitTrig_Coup_Sanglant(  )
    call InitTrig_Coup_Sanglant_Loop(  )
    call InitTrig_Choc_dEclairs(  )
    call InitTrig_Avatar_Electrifie(  )
    call InitTrig_AE_renvoi(  )
    call InitTrig_Bracelet_de_Force(  )
    call InitTrig_Couronne_de_Agilite(  )
    call InitTrig_Talisman_de_Intelligence(  )
    call InitTrig_Anneau_de_Essence(  )
    call InitTrig_Anneau_du_Paladin(  )
    call InitTrig_Pierre_de_Puissance(  )
    call InitTrig_Saphir_de_Mana(  )
    call InitTrig_Emeraude_de_Sante(  )
    call InitTrig_Solerets_du_Chevalier(  )
    call InitTrig_Chaussons_du_Sorcier(  )
    call InitTrig_Masque_du_Sorcier_Vampire(  )
    call InitTrig_Gant_de_Vitalite(  )
    call InitTrig_Bottes_de_Celerite(  )
    call InitTrig_Perseverance(  )
    call InitTrig_Casque_du_Berzerker(  )
    call InitTrig_Griffes_de_Agilite(  )
    call InitTrig_Pendentif_de_ManaVie(  )
    call InitTrig_Orbe_de_Caracteristiques(  )
    call InitTrig_Bouclier_du_Noble(  )
    call InitTrig_Puissant_Marteau_de_Guerre(  )
    call InitTrig_BloodSeeker(  )
    call InitTrig_Sceptre_de_Feu(  )
    call InitTrig_Stack(  )
    call InitTrig_Pendant_de_Mana_conv_Vie(  )
    call InitTrig_Pendant_de_Vie_conv_Mana(  )
    call InitTrig_Aura_Pieuse(  )
    call InitTrig_Chaussons_du_Sorcier_regen(  )
    call InitTrig_Vitalite_de_Bataille(  )
    call InitTrig_Cercle_de_Flammes(  )
    call InitTrig_Lance(  )
    call InitTrig_ManaSteal(  )
    call InitTrig_Repick(  )
    call InitTrig_ms_command(  )
    call InitTrig_cs_command(  )
    call InitTrig_kd_command(  )
    call InitTrig_sh_command(  )
    call InitTrig_pc_command(  )
    call InitTrig_shpc_command(  )
    call InitTrig_lock_cam(  )
    call InitTrig_unlock_cam(  )
    call InitTrig_Kick(  )
    call InitTrig_Clear(  )
    call InitTrig_Roll(  )
    call InitTrig_tk_command(  )
    call InitTrig_Araignees_Sylvestre(  )
    call InitTrig_Araignees_Sylv_Die(  )
    call InitTrig_Araignees_Sylv_respawn(  )
    call InitTrig_Araignees_noires(  )
    call InitTrig_Araignees_noires_Die(  )
    call InitTrig_Araignees_noires_Respawn(  )
    call InitTrig_Kobold(  )
    call InitTrig_Kobold_Die(  )
    call InitTrig_Kobold_Respawn(  )
    call InitTrig_Kobold_S(  )
    call InitTrig_Kobold_S_Die(  )
    call InitTrig_Kobold_S_Respawn(  )
    call InitTrig_Treant(  )
    call InitTrig_Treant_Die(  )
    call InitTrig_Treant_Corrompu(  )
    call InitTrig_Treant_Corrompu_Die(  )
    call InitTrig_Squelettes(  )
    call InitTrig_Squelettes_Die(  )
    call InitTrig_Squelettes_Orc(  )
    call InitTrig_Squelettes_Orc_Die(  )
    call InitTrig_Zombies(  )
    call InitTrig_Zombies_Die(  )
    call InitTrig_Zombies_M(  )
    call InitTrig_Zombies_M_Die(  )
    call InitTrig_Reine(  )
    call InitTrig_Reine_M(  )
    call InitTrig_Garde_B(  )
    call InitTrig_Garde_R(  )
    call InitTrig_Indomptable(  )
    call InitTrig_Indomptable_C(  )
    call InitTrig_Titan_Squelette(  )
    call InitTrig_Titan_Empale(  )
    call InitTrig_Titan_Kill(  )
    call InitTrig_Titan_Die(  )
    call InitTrig_Titan_Respawn(  )
    call InitTrig_Only_Mid(  )
    call InitTrig_Only_Top(  )
    call InitTrig_Only_Bot(  )
    call InitTrig_No_Mid(  )
    call InitTrig_No_Top(  )
    call InitTrig_No_Bot(  )
    call InitTrig_Hauts_Faits(  )
    call InitTrig_Fast_Respawn(  )
    call InitTrig_Easy_Mode(  )
    call InitTrig_DD_Mode(  )
    call InitTrig_KillMax_XX(  )
    call InitTrig_Test_Mode(  )
    call InitTrig_End_Choice(  )
    call InitTrig_SMD_Off(  )
    call InitTrig_SMD_On(  )
    call InitTrig_FirstBlood(  )
    call InitTrig_Kill_Die_End_Streak(  )
    call InitTrig_MultiKill(  )
    call InitTrig_MultiKill_End_1(  )
    call InitTrig_MultiKill_End_2(  )
    call InitTrig_MultiKill_End_3(  )
    call InitTrig_MultiKill_End_4(  )
    call InitTrig_MultiKill_End_5(  )
    call InitTrig_MultiKill_End_6(  )
    call InitTrig_MultiKill_End_7(  )
    call InitTrig_MultiKill_End_8(  )
    call InitTrig_MultiKill_End_9(  )
    call InitTrig_MultiKill_End_10(  )
    call InitTrig_MultiKill_End_11(  )
    call InitTrig_MultiKill_End_12(  )
    call InitTrig_MultiKill_End_13(  )
    call InitTrig_First_Blood_bonus(  )
    call InitTrig_Acharne(  )
    call InitTrig_Martyre(  )
    call InitTrig_Survivant(  )
    call InitTrig_Refresh(  )
    call InitTrig_Life(  )
    call InitTrig_Mana(  )
    call InitTrig_LevelUp_XX(  )
    call InitTrig_Gold_XX(  )
    call InitTrig_LvlUp_XX(  )
    call InitTrig_Time(  )
    call InitTrig_Kill_myself(  )
    call InitTrig_Kick_Other(  )
    call InitTrig_Swap_Color(  )
    call InitTrig_Name(  )
    call InitTrig_Base_Name(  )
    call InitTrig_Add_admin(  )
    call InitTrig_Remove_admin(  )
    call InitTrig_Pause(  )
    call InitTrig_Unpause(  )
    call InitTrig_Visibility(  )
    call InitTrig_Visibility_Off(  )
    call InitTrig_Shake(  )
    call InitTrig_MilkShake_xD(  )
    call InitTrig_Mute(  )
    call InitTrig_Unmute(  )
    call InitTrig_Sway(  )
    call InitTrig_End(  )
    call InitTrig_ams_command(  )
    call InitTrig_ams_command_des(  )
    call InitTrig_AMS(  )
    call InitTrig_akd_command(  )
    call InitTrig_akd_command_des(  )
    call InitTrig_AKD(  )
    call InitTrig_acs_command(  )
    call InitTrig_acs_command_des(  )
    call InitTrig_ACS(  )
    call InitTrig_atk_command(  )
    call InitTrig_atk_command_des(  )
    call InitTrig_ATK(  )
    call InitTrig_Force_de_Vie(  )
    call InitTrig_Marteau_de_la_Justice_ancien(  )
    call InitTrig_Aura_Divine_Effet(  )
    call InitTrig_Bouclier_Divin_End(  )
    call InitTrig_Bouclier_Divin(  )
    call InitTrig_GUI_Friendly_Damage_Detection(  )
    call InitTrig_Assist(  )
    call InitTrig_AssistLoop(  )
endfunction

//===========================================================================
function RunInitializationTriggers takes nothing returns nothing
    call ConditionalTriggerExecute( gg_trg_Map_initialisation )
    call ConditionalTriggerExecute( gg_trg_AR_Preload )
endfunction

// No Problem to all next things except this :

//===========================================================================
function main takes nothing returns nothing
    call SetCameraBounds( -8192.0 + GetCameraMargin(CAMERA_MARGIN_LEFT), -8192.0 + GetCameraMargin(CAMERA_MARGIN_BOTTOM), 8192.0 - GetCameraMargin(CAMERA_MARGIN_RIGHT), 8192.0 - GetCameraMargin(CAMERA_MARGIN_TOP), -8192.0 + GetCameraMargin(CAMERA_MARGIN_LEFT), 8192.0 - GetCameraMargin(CAMERA_MARGIN_TOP), 8192.0 - GetCameraMargin(CAMERA_MARGIN_RIGHT), -8192.0 + GetCameraMargin(CAMERA_MARGIN_BOTTOM) )
    call SetDayNightModels( "Environment\\DNC\\DNCLordaeron\\DNCLordaeronTerrain\\DNCLordaeronTerrain.mdl", "Environment\\DNC\\DNCLordaeron\\DNCLordaeronUnit\\DNCLordaeronUnit.mdl" )
    call NewSoundEnvironment( "Default" )
    call SetAmbientDaySound( "LordaeronSummerDay" )
    call SetAmbientNightSound( "LordaeronSummerNight" )
    call SetMapMusic( "Music", true, 0 )
    call InitSounds(  )
    call CreateRegions(  )
    call CreateAllUnits(  )
    call InitBlizzard(  )
    call InitGlobals(  )
    call InitCustomTriggers(  )
    call RunInitializationTriggers(  )

endfunction
The Map Initialisation trigger isn't complete here. I don't know why.
  • Map initialisation
    • Evénements
      • Map initialization
    • Conditions
    • Actions
      • Partie Mêlée - Limit Heroes to 1 per Hero-type (for all players)
      • Unité - Make Tower 1 0015 <gen> Invulnérable
      • Unité - Make Tower 1 0014 <gen> Invulnérable
      • Unité - Make Tower 1 0016 <gen> Invulnérable
      • Unité - Make Tower 0 0038 <gen> Invulnérable
      • Unité - Make Tower 0 0006 <gen> Invulnérable
      • Unité - Make Tower 0 0039 <gen> Invulnérable
      • Unité - Make Château 0012 <gen> Invulnérable
      • Unité - Make Tower 1 0018 <gen> Invulnérable
      • Unité - Make Tower 1 0019 <gen> Invulnérable
      • Unité - Make Tower 1 0017 <gen> Invulnérable
      • Unité - Make Tower 0 0041 <gen> Invulnérable
      • Unité - Make Tower 0 0040 <gen> Invulnérable
      • Unité - Make Tower 0 0042 <gen> Invulnérable
      • Unité - Make Forteresse 0013 <gen> Invulnérable
      • Joueur - Set name of Neutre Hostile to Neutre Hostile
      • For each (Integer A) from 1 to 16, do (Actions)
        • Boucle - Actions
          • Joueur - Turn Donner récompense On for (Player((Integer A)))
          • Groupe joueur - Add (Player((Integer A))) to StreakPGroup_Display
          • Set BaseName[(Integer A)] = (Name of (Player((Integer A))))
          • Joueur - Set (Player((Integer A))) Or actuel to 850
      • Set Colour[1] = |cffff0303
      • Set Colour[2] = |cff0042ff
      • Set Colour[3] = |cff1ce6b9
      • Set Colour[4] = |cff540081
      • Set Colour[5] = |cfffffc01
      • Set Colour[6] = |cfffeba0e
      • Set Colour[7] = |cff20c000
      • Set Colour[8] = |cffe55bb0
      • Set Colour[9] = |cff959697
      • Set Colour[10] = |cff7ebff1
      • Set Colour[11] = |cff106246
      • Set Colour[12] = |CFF4A2800
      • Set Colour[13] = |cFF5A5A5A
      • Set Couleur_txt[1] = red
      • Set Couleur_txt[2] = blue
      • Set Couleur_txt[3] = teal
      • Set Couleur_txt[4] = purple
      • Set Couleur_txt[5] = yellow
      • Set Couleur_txt[6] = orange
      • Set Couleur_txt[7] = green
      • Set Couleur_txt[8] = pink
      • Set Couleur_txt[9] = grey
      • Set Couleur_txt[10] = lightblue
      • Set Couleur_txt[11] = darkgreen
      • Set Couleur_txt[12] = brown
      • Visibilité - Create an initially Activé visibility modifier for Joueur 1 (Rouge) emitting Visibilité across Base T1 <gen>
      • Visibilité - Create an initially Activé visibility modifier for Joueur 7 (Vert) emitting Visibilité across Base T2 <gen>
      • Joueur - Masquer Joueur 1 (Rouge) in the post-game score screen
      • Joueur - Masquer Joueur 7 (Vert) in the post-game score screen
      • Table de hachage - Create a hashtable
      • Set Assist_Hash = (Last created hashtable)


So i'm asking me what the problem and how can i resolve it ?
 
In function:
JASS:
function Trig_Map_initialisation_Actions takes nothing returns nothing
    call MeleeStartingHeroLimit(  )
    call SetUnitInvulnerable( gg_unit_h002_0015, true )
    call SetUnitInvulnerable( gg_unit_h002_0014, true )
    call SetUnitInvulnerable( gg_unit_h002_0016, true )
    call SetUnitInvulnerable( gg_unit_h00K_0038, true )
    call SetUnitInvulnerable( gg_unit_h00K_0006, true )
    call SetUnitInvulnerable( gg_unit_h00K_0039, true )
    call SetUnitInvulnerable( gg_unit_h001_0012, true )
    call SetUnitInvulnerable( gg_unit_h003_0018, true )
    call SetUnitInvulnerable( gg_unit_h003_0019, true )
    call SetUnitInvulnerable( gg_unit_h003_0017, true )
    call SetUnitInvulnerable( gg_unit_h00L_0041, true )
    call SetUnitInvulnerable( gg_unit_h00L_0040, true )
    call SetUnitInvulnerable( gg_unit_h00L_0042, true )
    call SetUnitInvulnerable( gg_unit_h000_0013, true )
    call SetPlayerName( Player(PLAYER_NEUTRAL_AGGRESSIVE), "TRIGSTR_1343" )
    set bj_forLoopAIndex = 1
    set bj_forLoopAIndexEnd = 16
    loop
        exitwhen bj_forLoopAIndex > bj_forLoopAIndexEnd
        call SetPlayerFlagBJ( PLAYER_STATE_GIVES_BOUNTY, true, ConvertedPlayer(GetForLoopIndexA()) )
        call ForceAddPlayerSimple( ConvertedPlayer(GetForLoopIndexA()), udg_StreakPGroup_Display )
        set udg_BaseName[GetForLoopIndexA()] = GetPlayerName(ConvertedPlayer(GetForLoopIndexA()))
        call SetPlayerStateBJ( ConvertedPlayer(GetForLoopIndexA()), PLAYER_STATE_RESOURCE_GOLD, 850 )
        set bj_forLoopAIndex = bj_forLoopAIndex + 1
    endloop
    set udg_Colour[1] = "|cffff0303"
    set udg_Colour[2] = "|cff0042ff"
    set udg_Colour[3] = "|cff1ce6b9"
    set udg_Colour[4] = "|cff540081"
    set udg_Colour[5] = "|cfffffc01"
    set udg_Colour[6] = "|cfffeba0e"
    set udg_Colour[7] = "|cff20c000"
    set udg_Colour[8] = "|cffe55bb0"
    set udg_Colour[9] = "|cff959697"
    set udg_Colour[10] = "|cff7ebff1"
    set udg_Colour[11] = "|cff106246"
    set udg_Colour[12] = "|CFF4A2800"
    set udg_Colour[13] = "|cFF5A5A5A"
    set udg_Couleur_txt[1] = "red"
    set udg_Couleur_txt[2] = "blue"
    set udg_Couleur_txt[3] = "teal"
    set udg_Couleur_tx//================================================
endfunction
As you see, I've added 'endfunction' keyword at the bottom of script to make it a proper function actually.
GUI script isn't in English nor in Polish; so I can not understand it ;S

Additionaly: those jass functions look awful. Callingg so many cuntioncs at once? Whats the reason? Data inside each 'InitTrig_' should be executed automaticaly, you do not need to call them manually.
Check if functions evaluated/executed or triggers used are enabled and compile properly in case you are calling so many things everywhere. Be sure global data is set/declared as well in variable editor.
 
  • Map initialisation
    • Events
      • Map initialization
    • Conditions
    • Actions
      • Melee Game - Limit Heroes to 1 per Hero-type (for all players)
      • Unit - Make Tower 1 0015 <gen> Invulnerable
      • Unit - Make Tower 1 0014 <gen> Invulnerable
      • Unit - Make Tower 1 0016 <gen> Invulnerable
      • Unit - Make Tower 0 0038 <gen> Invulnerable
      • Unit - Make Tower 0 0006 <gen> Invulnerable
      • Unit - Make Tower 0 0039 <gen> Invulnerable
      • Unit - Make Castle 0012 <gen> Invulnerable
      • Unit - Make Tower 1 0018 <gen> Invulnerable
      • Unit - Make Tower 1 0019 <gen> Invulnerable
      • Unit - Make Tower 1 0017 <gen> Invulnerable
      • Unit - Make Tower 0 0041 <gen> Invulnerable
      • Unit - Make Tower 0 0040 <gen> Invulnerable
      • Unit - Make Tower 0 0042 <gen> Invulnerable
      • Unit - Make Forteresse 0013 <gen> Invulnerable
      • Player - Set name of Neutral Hostile to Neutre Hostile
      • For each (Integer A) from 1 to 16, do (Actions)
        • Loop - Actions
          • Player - Turn Gives bounty On for (Player((Integer A)))
          • Player Group - Add (Player((Integer A))) to StreakPGroup_Display
          • Set BaseName[(Integer A)] = (Name of (Player((Integer A))))
          • Player - Set (Player((Integer A))) Current gold to 850
      • Set Colour[1] = |cffff0303
      • Set Colour[2] = |cff0042ff
      • Set Colour[3] = |cff1ce6b9
      • Set Colour[4] = |cff540081
      • Set Colour[5] = |cfffffc01
      • Set Colour[6] = |cfffeba0e
      • Set Colour[7] = |cff20c000
      • Set Colour[8] = |cffe55bb0
      • Set Colour[9] = |cff959697
      • Set Colour[10] = |cff7ebff1
      • Set Colour[11] = |cff106246
      • Set Colour[12] = |CFF4A2800
      • Set Colour[13] = |cFF5A5A5A
      • Set Couleur_txt[1] = red
      • Set Couleur_txt[2] = blue
      • Set Couleur_txt[3] = teal
      • Set Couleur_txt[4] = purple
      • Set Couleur_txt[5] = yellow
      • Set Couleur_txt[6] = orange
      • Set Couleur_txt[7] = green
      • Set Couleur_txt[8] = pink
      • Set Couleur_txt[9] = grey
      • Set Couleur_txt[10] = lightblue
      • Set Couleur_txt[11] = darkgreen
      • Set Couleur_txt[12] = brown
      • Visibility - Create an initially Enabled visibility modifier for Player 1 (Red) emitting Visibility across Base T1 <gen>
      • Visibility - Create an initially Enabled visibility modifier for Player 7 (Green) emitting Visibility across Base T2 <gen>
      • Player - Hide Player 1 (Red) in the post-game score screen
      • Player - Hide Player 7 (Green) in the post-game score screen
      • Hashtable - Create a hashtable
      • Set Assist_Hash = (Last created hashtable)
 
Level 17
Joined
Apr 27, 2008
Messages
2,455
The official editor handles really poorly error codes, hence the reason you are reaching this number "263".
It should be much less than that in reality.

So your GUI trigger is incomplete in jass.
Was it made by yourself, or did you just copy/paste the code shown by the editor, when you saved the map ?
 
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