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Deprecated Functions Bug

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Level 5
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Aug 27, 2008
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127
Deprecated Functions Help

Hello! Yesterday I made 2 functions deprecated, just to try it out. Nothing really important happened, so I forgot about them and saved the map. Now, when I open the map and go to the trigger editor every trigger that uses those functions gets converted to the Create Button function that the editor already has (my function was an advanced trigger for the creation of a button). Yeah but the converted ones are trash, the whole map is messed up. I have over 100 buttons made like this, is there any way to stop this conversion? Like I said, they get converted once I open the trigger editor. Maybe if I can un-deprecate the functions before these triggers get converted or something... because its A LOT of work and I really don't want to do it all over again.
 
Level 5
Joined
Aug 27, 2008
Messages
127
So, I made a trigger in the initialization trigger, experimenting:

General - Custom Script

And wrote this in it:

DialogCreate(470, 285, c_anchorTopRight, 0, 0, true);
DialogSetVisible(DialogLastCreated(), PlayerGroupAll(), true);

now.. why won't it work? =D Its supposed to run on map initialization.
 
Level 5
Joined
Aug 27, 2008
Messages
127
Hmm ok. I did a little research and wrote this:
return true;}

include "scripts/helloworld.galaxy"
void init_Galaxy_Main ()
{
TriggerDebugOutput(1, StringToText("Initialising Galaxy Main"), true);
HelloWorld();
}

bool end_Galaxy_Main () {

From another trigger at Map Initialization I run this one with
init_Galaxy_Main ();

HelloWorld is an import of a .galaxy script. It works well. But isn't there another way (easier) to do this? Importing a new script every time I decide to change it might just take more time then GUI takes.
Can't I just somehow add

DialogCreate(470, 285, c_anchorTopRight, 0, 0, true);
DialogSetVisible(DialogLastCreated(), PlayerGroupAll(), true);

somewhere between the lines of the custom script and make it work?
 
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