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I need your help, I have created a WC3 RoC map several years ago , when I try to open it by WC3 classic game but it pop up Trigger does not exist in database: CreateTimerBJ, can anyone help to advise how I can do to solve the problem?
The .wtg file (GUI trigger data) is corrupted; not even my RoC 1.00 editor was capable of opening it. You'll have to remove that file from your map, and remake your triggers.
The .wtg file (GUI trigger data) is corrupted; not even my RoC 1.00 editor was capable of opening it. You'll have to remove that file from your map, and remake your triggers.
I forgot that when I create the map if there is any 3rd-party plugins I have used, as it was created in year 2003, is it possible to open the map by 3rd-party tool to check the trigger settings?
The only one I can think of is the MPQ Editor by Ladik. You'll have to delete the wtg file, and read the map script through the war3map.j file, which is entirely written in JASS.
The only one I can think of is the MPQ Editor by Ladik. You'll have to delete the wtg file, and read the map script through the war3map.j file, which is entirely written in JASS.
Yes, manually. That process is tedious, but it should work fine in the end. In order to do so, first, export the war3map.j, open it with any text editor / JassCraft, and check out all custom triggers declared in it.
All of your previous GUI triggers are between these blocks:
//===========================================================================
function InitCustomTriggers takes nothing returns nothing
...
The other lines of code were generated by the editor. Except for the global variables (GUI), which are within the globals / endglobals block.
For example: Triggers
JASS:
//===========================================================================
// Trigger: Setting
//
// Game intro when game start
//===========================================================================
function Trig_Setting_Actions takes nothing returns nothing
call DisplayTimedTextToForce( GetPlayersAll(), 60.00, "TRIGSTR_078" )
call CreateQuestBJ( bj_QUESTTYPE_REQ_DISCOVERED, "TRIGSTR_079", "TRIGSTR_080", "ReplaceableTextures\\CommandButtons\\BTNAmbush.blp" )
endfunction
//===========================================================================
function InitTrig_Setting takes nothing returns nothing
set gg_trg_Setting = CreateTrigger( )
call TriggerRegisterTimerEventSingle( gg_trg_Setting, 0.00 )
call TriggerAddAction( gg_trg_Setting, function Trig_Setting_Actions )
endfunction
The above code would look like this in GUI
Setting
Events
Time - Elapsed game time is 0.00 seconds
Conditions
Actions
Game - Display to (All players) for 60.00 seconds the text: TEXT_HERE
Quest - Create a Required quest titled Name with the description Description, using icon path ReplaceableTextures\CommandButtons\BTNAmbush.blp
Global Variables - this one is defined at the top of your war3map.j file:
JASS:
globals
// User-defined
// GUI variables have the "udg_" as prefix here.
timer udg_Timer = null
unit udg_Jack = null
unit udg_Hank = null
unit udg_Charles = null
unit udg_Brian = null
unit udg_Johnny = null
... ... ...
// Generated
// Ignore the variables declared from now on, because the editor generated them.
...
endglobals
NOTE: TRIGSTR_XXX are string values declared in a .WTS file within your map. Export and open it with a text editor too. E.g.: TRIGSTR_078 has this value
Code:
STRING 78
{
Mission Object:
- Destroy three enemy's force
- Kill The Lord of Death Forest - Solon
- Take the Gate Stone (for Special Heros)
}
Also, there was a total of 50 custom triggers in the old version of your map.
Yes, manually. That process is tedious, but it should work fine in the end. In order to do so, first, export the war3map.j, open it with any text editor / JassCraft, and check out all custom triggers declared in it.
All of your previous GUI triggers are between these blocks:
//===========================================================================
function InitCustomTriggers takes nothing returns nothing
...
The other lines of code were generated by the editor. Except for the global variables (GUI), which are within the globals / endglobals block.
For example: Triggers
JASS:
//===========================================================================
// Trigger: Setting
//
// Game intro when game start
//===========================================================================
function Trig_Setting_Actions takes nothing returns nothing
call DisplayTimedTextToForce( GetPlayersAll(), 60.00, "TRIGSTR_078" )
call CreateQuestBJ( bj_QUESTTYPE_REQ_DISCOVERED, "TRIGSTR_079", "TRIGSTR_080", "ReplaceableTextures\\CommandButtons\\BTNAmbush.blp" )
endfunction
//===========================================================================
function InitTrig_Setting takes nothing returns nothing
set gg_trg_Setting = CreateTrigger( )
call TriggerRegisterTimerEventSingle( gg_trg_Setting, 0.00 )
call TriggerAddAction( gg_trg_Setting, function Trig_Setting_Actions )
endfunction
The above code would look like this in GUI
Setting
Events
Time - Elapsed game time is 0.00 seconds
Conditions
Actions
Game - Display to (All players) for 60.00 seconds the text: TEXT_HERE
Quest - Create a Required quest titled Name with the description Description, using icon path ReplaceableTextures\CommandButtons\BTNAmbush.blp
Global Variables - this one is defined at the top of your war3map.j file:
JASS:
globals
// User-defined
// GUI variables have the "udg_" as prefix here.
timer udg_Timer = null
unit udg_Jack = null
unit udg_Hank = null
unit udg_Charles = null
unit udg_Brian = null
unit udg_Johnny = null
... ... ...
// Generated
// Ignore the variables declared from now on, because the editor generated them.
...
endglobals
NOTE: TRIGSTR_XXX are string values declared in a .WTS file within your map. Export and open it with a text editor too. E.g.: TRIGSTR_078 has this value
Code:
STRING 78
{
Mission Object:
- Destroy three enemy's force
- Kill The Lord of Death Forest - Solon
- Take the Gate Stone (for Special Heros)
}
Also, there was a total of 50 custom triggers in the old version of your map.
The WTG file isn't corrupted. He's been using a custom trigger function that maps to CreateTimerBJ, probably using an editor extension like WEU.
I've stripped the offending function from the map for you and it should now be perfectly openable in the vanilla editor.
The WTG file isn't corrupted. He's been using a custom trigger function that maps to CreateTimerBJ, probably using an editor extension like WEU.
I've stripped the offending function from the map for you and it should now be perfectly openable in the vanilla editor.
The WTG file isn't corrupted. He's been using a custom trigger function that maps to CreateTimerBJ, probably using an editor extension like WEU.
I've stripped the offending function from the map for you and it should now be perfectly openable in the vanilla editor.
I honestly thought of it in such way because the CreateTimerBJ function exists in blizzard.j, and I also thought those third party softwares wouldn't change BJ funcs.
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