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Graphics of GUI Functions Appear in Trigger Title

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Level 37
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Jul 22, 2015
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  • Some Trigger Title
    • Events
      • Map initialization
    • Conditions
    • Actions
      • Visibility - Disable fog of war
      • Visibility - Disable black mask
  • Set Some Trigger Title
    • Events
      • Map initialization
    • Conditions
    • Actions
      • Visibility - Disable fog of war
      • Visibility - Disable black mask
  • Map initialization
    • Events
      • Map initialization
    • Conditions
    • Actions
      • Visibility - Disable fog of war
      • Visibility - Disable black mask

As you can see, if you have the word "Set" as the first word in a trigger title, it recieves the graphic for the actual function. Other functions in the trigger editor do not have this problem because they all preceed a "-", which is not allowed in titles of the Trigger Editor. The problem also appears when you have the trigger title as "Map initialization."
 

Ralle

Owner
Level 77
Joined
Oct 6, 2004
Messages
10,100
The only problem is that people like to paste half triggers. Like only pasting in "Map - Set ..." in a TRIGGER tag. This will result it in being the white document icon. I think the following will be a neat solution:

If the trigger code contains more than 4 lines of code, it will have the outer most be the white document icon. If not, it will highlight all of them as what they are. The reason for the number 4 is that an empty trigger is 4 lines.
 

Ralle

Owner
Level 77
Joined
Oct 6, 2004
Messages
10,100
So what will happen to triggers like this?

  • Unit - Create 1 Ralle blah blah
  • Set SomeUnitVariable = (Last created unit)
  • Special Effect - Create blah blah
It would have no depth and there would be no white icon, all of them would have specific icons.

This image describes how I plan for it to work:
Screenshot 2016-08-10 07.34.48.png
 
Level 37
Joined
Jul 22, 2015
Messages
3,485
  • Unit Group - Pick every unit in (Units in (Playable map area)) and do (Actions)
    • Loop - Actions
      • -------- test 123 --------
  • Custom script: set bj_wantDestroyGroup = true
  • Unit Group - Pick every unit in (Units in (Playable map area)) and do (Actions)
    • Loop - Actions
      • -------- test 123 --------
  • Set DoesNotWork = True
  • For each (Integer A) from 1 to 10, do (Actions)
    • Loop - Actions
      • -------- test 123 --------
  • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
    • If - Conditions
      • TriggersDoNotWork Equal to True
    • Then - Actions
      • Game - Display to (All players) the text: RAAAAAAAAAALLE!
    • Else - Actions
 
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