GUI "triggers": When you open up the trigger editor, all the little pictures and sentences.
JASS: Map script, very close to being a programming language. (though it's really a scripting language)
Gee, I wonder which one Poot thinks is superior.
All the little pictures... you make GUI sound like a pop-up book.
Best way to learn triggering is to understand the
base basics. GUI stands for
Graphical
User
Iterface, which means the window that pops up when you click the "a" button.
There you will find one trigger, called Melee Initialization. This has 6(?) built-in triggers that start a melee game up. Don't worry about them.
Make a new trigger. You will find
Events,
Conditions and
Actions
Events are the catalyst of triggers. They are what starts it. Events are very important. There are lots of different events to choose from. An example of an event is...
-
First Trigger
-
Events
-
Unit - A unit Is attacked
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Conditions
-
Actions
This Event runs the trigger
every time any unit is attacked. If a unit is attacked, in any form, ever, this trigger will run. Quite broad, but that's only the start.
Conditions are boundries that either stop or allow a trigger to be run. Conditions narrow down events to specific things...like...
-
First Trigger
-
Events
-
Unit - A unit Is attacked
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Conditions
-
(Unit-type of (Attacking unit)) Equal to Footman
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Actions
I put a
Unit-Type condition on the event. Now, this trigger will only run when the
attacking unit is a Footman.
Actions are what the trigger does. Does it explode a unit, create a special effect, display a message...and so on. I'll add a simple action to this trigger.
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First Trigger
-
Events
-
Unit - A unit Is attacked
-
Conditions
-
(Unit-type of (Attacking unit)) Equal to Footman
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Actions
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Unit - Explode (Attacked unit)
This is a
Unit action. It will
Explode[/i] the attacked unit into pieces.
However, if the attacking unit is NOT a footman, NOTHING WILL HAPPEN. The trigger does nothing.
Triggers are more complex than this, but it's a good start.