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[Solved] Script compile error

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Level 5
Joined
Jul 24, 2009
Messages
70
Here I have a script error.

It says the line 4208 is wrong

So here the related script(scope is the line 4208)

scope X initializer onInit
private function onInit takes nothing returns nothing
call Preload("Abilities\\Spells\\ThunderClap\\ThunderClapCaster.mdl")
call Preload("Abilities\\Spells\\Other\\HowlOfTerror\\HowlCaster.mdl")
call Preload("Abilities\\Spells\\Other\\Cleave\\CleaveDamageTarget.mdl")
call Preload("Abilities\\Spells\\Other\\Stampede\\StampedeMissileDeath.mdl")
call Preload("Abilities\\Spells\\Human\\Heal\\HealTarget.mdl")
call Preload("Abilities\\Weapons\\ChimaeraLightningMissile\\ChimaeraLightningMissile.mdl")
call Preload("Abilities\\Weapons\\DruidoftheTalonMissile\\DruidoftheTalonMissile.mdl")
call Preload("Abilities\\Spells\\Undead\\CarrionSwarm\\CarrionSwarmDamage.mdl")
call Preload("Abilities\\Spells\\Human\\HolyBolt\\HolyBoltSpecialArt.mdl")
call Preload("Abilities\\Spells\\Undead\\RegenerationAura\\ObsidianRegenAura.mdl")
call Preload("Abilities\\Spells\\Orc\\MirrorImage\\MirrorImageCaster.mdl")
call Preload("Abilities\\Weapons\\FarseerMissile\\FarseerMissile.mdl")
call Preload("Abilities\\Spells\\Items\\AIlb\\AIlbSpecialArt.mdl")
call Preload("Abilities\\Spells\\Items\\AIlb\\AIlbTarget.mdl")
call Preload("Abilities\\Weapons\\IllidanMissile\\IllidanMissile.mdl")
call Preload("Abilities\\Spells\\Items\\AIfb\\AIfbSpecialArt.mdl")
call Preload("Abilities\\Spells\\Items\\AIfb\\AIfbTarget.mdl")
call Preload("Abilities\\Weapons\\LichMissile\\LichMissile.mdl")
call Preload("Abilities\\Spells\\Items\\AIob\\AIobSpecialArt.mdl")
call Preload("Abilities\\Spells\\Items\\AIob\\AIobTarget.mdl")
call Preload("Abilities\\Spells\\Orc\\WarDrums\\DrumsCasterHeal.mdl")
call Preload("Abilities\\Spells\\Orc\\HealingWave\\HealingWaveTarget.mdl")
call Preload("Abilities\\Spells\\Human\\DispelMagic\\DispelMagicTarget.mdl")
call Preload("Abilities\\Spells\\Items\\AIfb\\AIfbTarget.mdl")
call Preload("Abilities\\Spells\\Other\\BreathOfFire\\BreathOfFireDamage.mdl")
call Preload("Abilities\\Spells\\Human\\Invisibility\\InvisibilityTarget.mdl")
call Preload("Abilities\\Weapons\\Bolt\\BoltImpact.mdl")
call Preload("MaleElfRanger.mdl")
call Preload("units\\creeps\\SylvanusWindrunner\\SylvanusWindrunner.mdl")
call Preload("units\\creeps\\assassin\\assassin.mdl")
call Preload("HeroThiefBlade.mdl")
call Preload("tifa.mdl")
call Preload("TKD_M.mdl")
call Preload("Nidalee.mdl")
call Preload("Sephiroth.mdl")
call Preload("units\\human\\TheCaptain\\TheCaptain.mdl")
call Preload("FinalVersionHumanFemalePaladinTier2.mdl")
call Preload("units\\undead\\HeroDreadLord\\HeroDreadLord.mdl")
call Preload("units\\creeps\\HumanMage\\HumanMage.mdl")
call Preload("units\\human\\Jaina\\Jaina.mdl")
call Preload("units\\human\\HeroBloodElf\\HeroBloodElf.mdl")
call Preload("units\\creeps\\DireWolf\\DireWolf.mdl")
call Preload("units\\critters\\VillagerWoman\\VillagerWoman.mdl")
call Preload("units\\critters\\VillagerMan\\VillagerMan.mdl")
call Preload("units\\critters\\Penguin\\Penguin")
endfunction
endscope
 
It is ideal to put such code in these tags: [code=jass][/code]

Now, onto parsing the code: (Space added)

JASS:
scope X initializer onInit

private function onInit takes nothing returns nothing
call Preload("Abilities\\Spells\\ThunderClap\\ThunderClapCaster.mdl")
call Preload("Abilities\\Spells\\Other\\HowlOfTerror\\HowlCaster.mdl")
call Preload("Abilities\\Spells\\Other\\Cleave\\CleaveDamageTarget.mdl")
call Preload("Abilities\\Spells\\Other\\Stampede\\StampedeMissileDeath.mdl")
call Preload("Abilities\\Spells\\Human\\Heal\\HealTarget.mdl")
call Preload("Abilities\\Weapons\\ChimaeraLightningMissile\\ChimaeraLightningMissile.mdl")
call Preload("Abilities\\Weapons\\DruidoftheTalonMissile\\DruidoftheTalonMissile.mdl")
call Preload("Abilities\\Spells\\Undead\\CarrionSwarm\\CarrionSwarmDamage.mdl")
call Preload("Abilities\\Spells\\Human\\HolyBolt\\HolyBoltSpecialArt.mdl")
call Preload("Abilities\\Spells\\Undead\\RegenerationAura\\ObsidianRegenAura.mdl")
call Preload("Abilities\\Spells\\Orc\\MirrorImage\\MirrorImageCaster.mdl")
call Preload("Abilities\\Weapons\\FarseerMissile\\FarseerMissile.mdl")
call Preload("Abilities\\Spells\\Items\\AIlb\\AIlbSpecialArt.mdl")
call Preload("Abilities\\Spells\\Items\\AIlb\\AIlbTarget.mdl")
call Preload("Abilities\\Weapons\\IllidanMissile\\IllidanMissile.mdl")
call Preload("Abilities\\Spells\\Items\\AIfb\\AIfbSpecialArt.mdl")
call Preload("Abilities\\Spells\\Items\\AIfb\\AIfbTarget.mdl")
call Preload("Abilities\\Weapons\\LichMissile\\LichMissile.mdl")
call Preload("Abilities\\Spells\\Items\\AIob\\AIobSpecialArt.mdl")
call Preload("Abilities\\Spells\\Items\\AIob\\AIobTarget.mdl")
call Preload("Abilities\\Spells\\Orc\\WarDrums\\DrumsCasterHeal.mdl")
call Preload("Abilities\\Spells\\Orc\\HealingWave\\HealingWaveTarget.mdl")
call Preload("Abilities\\Spells\\Human\\DispelMagic\\DispelMagicTarget.mdl")
call Preload("Abilities\\Spells\\Items\\AIfb\\AIfbTarget.mdl")
call Preload("Abilities\\Spells\\Other\\BreathOfFire\\BreathOfFireDamage.mdl")
call Preload("Abilities\\Spells\\Human\\Invisibility\\InvisibilityTarget.mdl")
call Preload("Abilities\\Weapons\\Bolt\\BoltImpact.mdl")
call Preload("MaleElfRanger.mdl")
call Preload("units\\creeps\\SylvanusWindrunner\\SylvanusWindrunner.mdl")
call Preload("units\\creeps\\assassin\\assassin.mdl")
call Preload("HeroThiefBlade.mdl")
call Preload("tifa.mdl")
call Preload("TKD_M.mdl")
call Preload("Nidalee.mdl")
call Preload("Sephiroth.mdl")
call Preload("units\\human\\TheCaptain\\TheCaptain.mdl")
call Preload("FinalVersionHumanFemalePaladinTier2.mdl")
call Preload("units\\undead\\HeroDreadLord\\HeroDreadLord.mdl")
call Preload("units\\creeps\\HumanMage\\HumanMage.mdl")
call Preload("units\\human\\Jaina\\Jaina.mdl")
call Preload("units\\human\\HeroBloodElf\\HeroBloodElf.mdl")
call Preload("units\\creeps\\DireWolf\\DireWolf.mdl")
call Preload("units\\critters\\VillagerWoman\\VillagerWoman.mdl")
call Preload("units\\critters\\VillagerMan\\VillagerMan.mdl")
call Preload("units\\critters\\Penguin\\Penguin")
endfunction

endscope

Everything there seems to be in order. Thus, I only question this: Are you using vJASS?
 
Level 5
Joined
Jul 24, 2009
Messages
70
No, I am actually upgrading a former map made by a mapmaker would left wc3 into 24 players

To be more exact, I am updating Fantasy Life by Diaster to run for 24 players as he left WC3 two years ago and released unprotected versions of his map.
 
If that stuff is required early in the game, don't get rid of it.

Take the name of the trigger the script is in and edit the following snippet accordingly:

JASS:
function Preload_<TriggerName> takes nothing returns nothing
call Preload("Abilities\\Spells\\ThunderClap\\ThunderClapCaster.mdl")
call Preload("Abilities\\Spells\\Other\\HowlOfTerror\\HowlCaster.mdl")
call Preload("Abilities\\Spells\\Other\\Cleave\\CleaveDamageTarget.mdl")
call Preload("Abilities\\Spells\\Other\\Stampede\\StampedeMissileDeath.mdl")
call Preload("Abilities\\Spells\\Human\\Heal\\HealTarget.mdl")
call Preload("Abilities\\Weapons\\ChimaeraLightningMissile\\ChimaeraLightningMissile.mdl")
call Preload("Abilities\\Weapons\\DruidoftheTalonMissile\\DruidoftheTalonMissile.mdl")
call Preload("Abilities\\Spells\\Undead\\CarrionSwarm\\CarrionSwarmDamage.mdl")
call Preload("Abilities\\Spells\\Human\\HolyBolt\\HolyBoltSpecialArt.mdl")
call Preload("Abilities\\Spells\\Undead\\RegenerationAura\\ObsidianRegenAura.mdl")
call Preload("Abilities\\Spells\\Orc\\MirrorImage\\MirrorImageCaster.mdl")
call Preload("Abilities\\Weapons\\FarseerMissile\\FarseerMissile.mdl")
call Preload("Abilities\\Spells\\Items\\AIlb\\AIlbSpecialArt.mdl")
call Preload("Abilities\\Spells\\Items\\AIlb\\AIlbTarget.mdl")
call Preload("Abilities\\Weapons\\IllidanMissile\\IllidanMissile.mdl")
call Preload("Abilities\\Spells\\Items\\AIfb\\AIfbSpecialArt.mdl")
call Preload("Abilities\\Spells\\Items\\AIfb\\AIfbTarget.mdl")
call Preload("Abilities\\Weapons\\LichMissile\\LichMissile.mdl")
call Preload("Abilities\\Spells\\Items\\AIob\\AIobSpecialArt.mdl")
call Preload("Abilities\\Spells\\Items\\AIob\\AIobTarget.mdl")
call Preload("Abilities\\Spells\\Orc\\WarDrums\\DrumsCasterHeal.mdl")
call Preload("Abilities\\Spells\\Orc\\HealingWave\\HealingWaveTarget.mdl")
call Preload("Abilities\\Spells\\Human\\DispelMagic\\DispelMagicTarget.mdl")
call Preload("Abilities\\Spells\\Items\\AIfb\\AIfbTarget.mdl")
call Preload("Abilities\\Spells\\Other\\BreathOfFire\\BreathOfFireDamage.mdl")
call Preload("Abilities\\Spells\\Human\\Invisibility\\InvisibilityTarget.mdl")
call Preload("Abilities\\Weapons\\Bolt\\BoltImpact.mdl")
call Preload("MaleElfRanger.mdl")
call Preload("units\\creeps\\SylvanusWindrunner\\SylvanusWindrunner.mdl")
call Preload("units\\creeps\\assassin\\assassin.mdl")
call Preload("HeroThiefBlade.mdl")
call Preload("tifa.mdl")
call Preload("TKD_M.mdl")
call Preload("Nidalee.mdl")
call Preload("Sephiroth.mdl")
call Preload("units\\human\\TheCaptain\\TheCaptain.mdl")
call Preload("FinalVersionHumanFemalePaladinTier2.mdl")
call Preload("units\\undead\\HeroDreadLord\\HeroDreadLord.mdl")
call Preload("units\\creeps\\HumanMage\\HumanMage.mdl")
call Preload("units\\human\\Jaina\\Jaina.mdl")
call Preload("units\\human\\HeroBloodElf\\HeroBloodElf.mdl")
call Preload("units\\creeps\\DireWolf\\DireWolf.mdl")
call Preload("units\\critters\\VillagerWoman\\VillagerWoman.mdl")
call Preload("units\\critters\\VillagerMan\\VillagerMan.mdl")
call Preload("units\\critters\\Penguin\\Penguin.mdl")
endfunction

function InitTrig_<TriggerName> takes nothing returns nothing
    call ExecuteFunc("Preload_<TriggerName>")
endfunction

Note that the <TriggerName> is arbitrary.
 
Level 5
Joined
Jul 24, 2009
Messages
70
Well he released pubicly his versions 1.26b and 1.40.

If Deadreyo is developping, to be honest I don't mind there is no official announcement on the forums of fantasy life that Deadreyo inherited the map and he didn't deleted the download. I guess Deadreyo asked him and Diaster simply said: Yes you can use it I'm done with it.

Secondly, I am completely splitting from Diaster map, well after fixing that bug, the amount of coding in 1.40 is just enormous and I gave up so I am starting with the 1.26b version and I am adding extra villages, new biomes and introduced some new weapons, like the Scythe which fit perfectly how the Death Knight is made.

Also here his message:

Subject: Re: sooo...
empty.gif
Wed Jun 01, 2016 10:53 pm
icon_multiquote_off_en.png

+
----
-
Yeah, I haven't been working on the game anyways, and after updating to the new windows, I'm not sure I'm going to even bother to install WC3 again. I'll be around here from time to time, but I likely won't be playing WC3 anymore. Was a good ride, thanks for the support everyone.
 
Level 12
Joined
Mar 24, 2011
Messages
1,082
Well he released pubicly his versions 1.26b and 1.40.

If Deadreyo is developping, to be honest I don't mind there is no official announcement on the forums of fantasy life that Deadreyo inherited the map and he didn't deleted the download. I guess Deadreyo asked him and Diaster simply said: Yes you can use it I'm done with it.

Secondly, I am completely splitting from Diaster map, well after fixing that bug, the amount of coding in 1.40 is just enormous and I gave up so I am starting with the 1.26b version and I am adding extra villages, new biomes and introduced some new weapons, like the Scythe which fit perfectly how the Death Knight is made.

Also here his message:

Subject: Re: sooo...
empty.gif
Wed Jun 01, 2016 10:53 pm
icon_multiquote_off_en.png

+
----
-
Yeah, I haven't been working on the game anyways, and after updating to the new windows, I'm not sure I'm going to even bother to install WC3 again. I'll be around here from time to time, but I likely won't be playing WC3 anymore. Was a good ride, thanks for the support everyone.

I am well aware that he's released unprotected versions. This does not mean that it is yours for the taking.
war3 is open source, doesn't mean you can take it, change a few things and call it yours.
Unity Game Engine, Unreal Engine and most commercial game engines are open source.

If you are releasing, you have to modify it heavily so we don't recognize it as Fantasy Life copy and pick a different name.

Also, I would assume that there would be a few "bugs" left in the unprotected version so people... well, people like you don't have easy time "taking" it.

regards
-Ned
 

Dr Super Good

Spell Reviewer
Level 64
Joined
Jan 18, 2005
Messages
27,198
war3 is open source
No it is not. Warcraft III is closed source with the source code being owned by Blizzard Entertainment.
Unity Game Engine, Unreal Engine and most commercial game engines are open source.
No they are not. Most commercial game engines are closed source and property of specific game development companies. Sure there are a number of off the shelf game engines aimed at small/independent developers but most big developers have written at least 1 game engine for in house usage. For example Warcraft III, StarCraft II, Diablo III, Diablo II, World of Warcraft, Overwatch, Hearthstones all use bespoke closed source in house engines written by and owned by Blizzard Entertainment. The only exception with Blizzard Entertainment is Heroes of the Storm which reuses a modified StarCraft II game engine.
If you are releasing, you have to modify it heavily so we don't recognize it as Fantasy Life copy and pick a different name.
Only if the licence the author released the map under requires that.
 
Level 12
Joined
Mar 24, 2011
Messages
1,082
No they are not.
As I am aware, the code of Unity and Unreal is publicly available and anybody can modify it under the license conditions to suit their needs e.g. don't need to change how the physics work ? stick your hand in the code. Need a different collision methods ? Stick your way in the code.
Let me add some; SDL, Direct X, OpenGL, Blender, GIMP ?

Only if the licence the author released the map under requires that.
Ouuuuuh, I can agree on this to some extend. With the circumstances around, I'll have to disagree.

No it is not. Warcraft III is closed source with the source code being owned by Blizzard Entertainment.
Ah, true. Don't know what I was thinking.
Well, they certainly don't mind anybody messing with their code.

regards
-Ned
 
Level 5
Joined
Jul 24, 2009
Messages
70
The map to be honest is entirely in another them and universe. I am using a part of his trigger to develop a Life in Jurassic Park map where the players have to pick jobs to run the Park and eventually get an outbreak of dinosaurs kicking their ass.

I first thought to simply edit Fantasy Life but I prefer to work on a different map using some systems by diaster.
 
Last edited:
Level 12
Joined
Mar 24, 2011
Messages
1,082
The map to be honest is entirely in another them and universe. I am using a part of his trigger to develop a Life in Jurassic Park map where the players have to pick jobs to run the Park and eventually get an outbreak of dinosaurs kicking their ass.

I first thought to simply edit Fantasy Life but I prefer to work on a different map using some systems by diaster.
I'm happy with that.

Have you seen the new Jurassic World Evolution?
You could take some pretty good ideas from around there.
There is a good but limited selection of dinosaur morels around though, you may have to fill up content with mythical creatures, e.g. dragons, thunder lizards, etc.

regards
-Ned
 
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