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Problems uploading triggered spells

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Maybe someone can help me out with this problem. I am still new to advanced spell triggering through variables and custom scripts.

I upload a spell from the hiveworkshop, follow the easy upload steps of copy pasting, but when I run the map I get an error.

5 compile errors... expected a variable name, or expected a name.

I am totally lost at why this is happening...

I test spells on the dummy maps to display the custom spell, and they work just fine, but when I try to put them in my map... I get these compile errors asking for me to correct the custom scripts.

Can anyone explain this problem? Or any possible steps I am missing?
 
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I think you're talking about downloading not uploading. If it "expects a name" errors then perhaps you don't have the variables declared that need to be (that the system you're downloading relies on).

Why don't you post your map, and people will be able to figure it out.
 
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I double checked everything, every variable is carefully declared...

The only thing that seems odd is the custom script on some of these spells are bit more complex, and some are pulling on multiple locations in one line of code...

Not sure if that matters or not, because its those lines that are causing the error... But when you test the spell in its dummy map its fine...

Here is an example of the custom script thats causing the error once uploaded into my map:

call SetUnitX(udg_EM_U, GetLocationX(udg_EM_TempPoint) + udg_EM_TempRealStore * Cos(udg_EM_Angle * bj_DEGTORAD))

Thats from spell: Energy Matrix (by: Tank Commander)
 
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Level 5
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First off, thank you for the assistance thus far... Although still no go...

All of the basics are covered, and I understand variables enough to make sure I line everything properly. I have already imported a few spells, and they work fine. Although for some reason this one doesnt want to give... also the Electric Vortex spell... again getting the compile error asking for a name every time I try to run it with these spells uploaded.

I already have many custom units, abilities, etc. I am noticing once I upload some spells I have to configure them to match the dummy casters, and dummy spells. Once they are uploaded they are initially finding another custom ability, or custom unit, instead of the one thats suppose to go with it. So I adjust them accordingly... Wonder if that would be an issue? I would assume no... because then the spells would not be very configurable. Maybe I am wrong...

If someone would be kind enough to put a step by step they follow while uploading a spell into their map. One other thing I notice, I can only run 1 world editor at anytime, and I have to save each time well bringing each component of a custom spell, I cant do it all in 1 shot. Its a back and forth process betweem opening my map and the custom dummy spell display map, to get the ability (copy/paste), get the dummy caster (copy/paste) then the trigger (copy/paste) But I have to save twice in the process of doing so. Would that matter?
 
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The world editor doesn't open twice. Same with the game itself. It's always been a back and forth but you do not need to close your map, you can have many maps open in the same window. Just go to Window in the file menu. It may take a second to load everything, but you can copy and paste and just go from file to file within the editor (you don't need to keep opening each map).

The solution is to use Jass NewGen Pack and download spells where the object data is loaded for you via Grimoire (a feature of the package). This makes the object data get created automatically for you when you save your map.
 
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So get this... After repeating the same process around 20 times, I got past the compile errors and ran a test with the energy vortex spell... And the first part went off, but the swirls and lighting effects failed hysterically... Closed the map, tried again... Guess what! Compile error... I will try that vjass package and see what happens... Lol
 
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I am finding the same problem with any custom spell that is trying to use custom scripts in a larger way then simply removing a single leak. I am getting the same compile errors for them, and only when a single line of custom script is trying to pull on multiple locations, or other multi factors which I have yet to learn. It seems if you are an avid mapper, you will need to upgrade to JASS tools in order to bypass these problems. Because I am functioning with the normal editor and no JASS enhancements... I don't think I will find a solution without using some kind of jass tools.
 
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