- Joined
- Jul 31, 2012
- Messages
- 2,217
ok, the question is easy, how to make a function i written call-able from any trigger, with another way than writing it in the script headers?
PS: NO vJASS
PS: NO vJASS
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I don't think you can, its either in the map header or in a library which is vjass.
call TriggerExcecute(Trigger)
You mean in the headers? (The blue script icon) if not, the explain more cuz i don't see where, if yes, i said i don't want it in the headers since it is for a spell that i will upload here, so i can't add it to the headers
I think it would be a problem for people importing the system...
Yet thx for the info
native ExecuteFunc takes string funcName returns nothing
Initialize

Events


Map initialization

Conditions

Actions


Custom script: call ExecuteFunc("CustomFunction")


Custom script: endfunction


Custom script: function Party takes unit u returns nothing


Custom script: call KillUnit(u)


Custom script: endfunction


Custom script: function CustomFunction takes nothing returns nothing


Custom script: local trigger t = CreateTrigger()


Custom script: call TriggerAddAction(t, function Party)


Custom script: set t = null
Untitled Trigger 001

Events


Unit - A unit Starts the effect of an ability

Conditions

Actions


Custom script: call Party(GetTriggerUnit())

Melee Initialization

Events


Map initialization

Conditions

Actions


Game - Display to (All players) the text: HELLO WORLD
function Trig_Melee_Initialization_Actions takes nothing returns nothing
call DisplayTextToForce( GetPlayersAll(), "TRIGSTR_001" )
endfunction
//===========================================================================
function InitTrig_Melee_Initialization takes nothing returns nothing
set gg_trg_Melee_Initialization = CreateTrigger( )
call TriggerAddAction( gg_trg_Melee_Initialization, function Trig_Melee_Initialization_Actions )
endfunction
No... What makes you think that a native has anything to do with vJASS?Is that for vJass? If yes, sorry but that's not ehat i am searching for
And another one
Initialize
Events
Map initialization
Conditions
Actions
Custom script: call ExecuteFunc("CustomFunction")
Custom script: endfunction
Custom script: function Party takes unit u returns nothing
Custom script: call KillUnit(u)
Custom script: endfunction
Custom script: function CustomFunction takes nothing returns nothing
Custom script: local trigger t = CreateTrigger()
Custom script: call TriggerAddAction(t, function Party)
Custom script: set t = null
And it work. I was like "oh my f**king God".
Untitled Trigger 001
Events
Unit - A unit Starts the effect of an ability
Conditions
Actions
Custom script: call Party(GetTriggerUnit())
But this is Jass, right? Then I think Jad ( who create thread) wont be happy.
-- edit --
I understand it know. Cause in Jass it have //=== to separate upper thing and below. Well. Great work.
Mate, this is just like raping GUI![]()

by the way if
trigger 1
if condition true
called trigger 2,
then trigger 2
after all process
can it makes the trigger 1 skip the remaining action? before trigger 2 ends and back to trigger 1
Trigger 1

Events


Map initialization

Conditions

Actions


Game - Display to (All players) the text: hey


Trigger - Run Trigger 2 <gen> (ignoring conditions)


Skip remaining actions


Game - Display to (All players) the text: delilah
Trigger 2

Events

Conditions

Actions


Game - Display to (All players) the text: there
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