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[Trigger] Why won't this "custom script" working?

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Level 15
Joined
Jul 19, 2007
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I have copied an ability that works with triggers and it seems to work as it should on the original map but I tried to copy that ability into another map and I copied exactly everything the ability needs to work correct but I always get the error with the trigger
  • Custom script: set udg_Boolean = IsTerrainWalkable(udg_Temp_Loc_2)
and I can't seem why that "custom script" wont work in the new map, it works on the old map like it should but I always get this error when I added it on a new map. What could be wrong? I just can't find anything missing of the triggers, variables and ability/buffs I copied exactly everything the ability needs to work correct into the new map and I still get that error in the triggers.
 
You probably forgot to include the script that declares IsTerrainWalkable (it is not a built-in function). Check two things:
  • In the original map where you copied the abilities from, is there a trigger that has the script IsTerrainWalkable? If so, make sure you copy that trigger over to your map (and any other scripts it requires).
  • If not, then check the map's header (for the original map). You can do this by opening the trigger editor, and the clicking on the name of the map shown on the left side where all the triggers are listed. When you click it, you should see a box for text appear on the right. The IsTerrainWalkable() script might be declared there. If so, just copy the necessary text over into your map's header.

EDIT: Here is a picture showing how to access a map's header, in case you're stuck. I just stole it from some other thread:
41534d1226154882-trigger-problem-zoom-header.png
 
Last edited:
Level 7
Joined
Mar 6, 2006
Messages
282
lol, how did no one see that.

Anyway, if you can't find the IsTerrainWalkable resource, then I just grabbed this from PnF's sig:

JASS:
library TerrainPathability initializer Init
//******************************************************************************
//* BY: Rising_Dusk
//* 
//* This script can be used to detect the type of pathing at a specific point.
//* It is valuable to do it this way because the IsTerrainPathable is very
//* counterintuitive and returns in odd ways and aren't always as you would
//* expect. This library, however, facilitates detecting those things reliably
//* and easily.
//* 
//******************************************************************************
//* 
//*    > function IsTerrainDeepWater    takes real x, real y returns boolean
//*    > function IsTerrainShallowWater takes real x, real y returns boolean
//*    > function IsTerrainLand         takes real x, real y returns boolean
//*    > function IsTerrainPlatform     takes real x, real y returns boolean
//*    > function IsTerrainWalkable     takes real x, real y returns boolean
//* 
//* These functions return true if the given point is of the type specified
//* in the function's name and false if it is not. For the IsTerrainWalkable
//* function, the MAX_RANGE constant below is the maximum deviation range from
//* the supplied coordinates that will still return true.
//* 
//* The IsTerrainPlatform works for any preplaced walkable destructable. It will
//* return true over bridges, destructable ramps, elevators, and invisible
//* platforms. Walkable destructables created at runtime do not create the same
//* pathing hole as preplaced ones do, so this will return false for them. All
//* other functions except IsTerrainWalkable return false for platforms, because
//* the platform itself erases their pathing when the map is saved.
//* 
//* After calling IsTerrainWalkable(x, y), the following two global variables
//* gain meaning. They return the X and Y coordinates of the nearest walkable
//* point to the specified coordinates. These will only deviate from the
//* IsTerrainWalkable function arguments if the function returned false.
//* 
//* Variables that can be used from the library:
//*     [real]    TerrainPathability_X
//*     [real]    TerrainPathability_Y
//* 
globals
    private constant real    MAX_RANGE     = 10.
    private constant integer DUMMY_ITEM_ID = 'wolg'
endglobals

globals    
    private item       Item   = null
    private rect       Find   = null
    private item array Hid
    private integer    HidMax = 0
    public  real       X      = 0.
    public  real       Y      = 0.
endglobals

function IsTerrainDeepWater takes real x, real y returns boolean
    return not IsTerrainPathable(x, y, PATHING_TYPE_FLOATABILITY) and IsTerrainPathable(x, y, PATHING_TYPE_WALKABILITY)
endfunction
function IsTerrainShallowWater takes real x, real y returns boolean
    return not IsTerrainPathable(x, y, PATHING_TYPE_FLOATABILITY) and not IsTerrainPathable(x, y, PATHING_TYPE_WALKABILITY) and IsTerrainPathable(x, y, PATHING_TYPE_BUILDABILITY)
endfunction
function IsTerrainLand takes real x, real y returns boolean
    return IsTerrainPathable(x, y, PATHING_TYPE_FLOATABILITY)
endfunction
function IsTerrainPlatform takes real x, real y returns boolean
    return not IsTerrainPathable(x, y, PATHING_TYPE_FLOATABILITY) and not IsTerrainPathable(x, y, PATHING_TYPE_WALKABILITY) and not IsTerrainPathable(x, y, PATHING_TYPE_BUILDABILITY)
endfunction

private function HideItem takes nothing returns nothing
    if IsItemVisible(GetEnumItem()) then
        set Hid[HidMax] = GetEnumItem()
        call SetItemVisible(Hid[HidMax], false)
        set HidMax = HidMax + 1
    endif
endfunction
function IsTerrainWalkable takes real x, real y returns boolean
    //Hide any items in the area to avoid conflicts with our item
    call MoveRectTo(Find, x, y)
    call EnumItemsInRect(Find ,null, function HideItem)
    //Try to move the test item and get its coords
    call SetItemPosition(Item, x, y) //Unhides the item
    set X = GetItemX(Item)
    set Y = GetItemY(Item)
    static if LIBRARY_IsTerrainWalkable then
        //This is for compatibility with the IsTerrainWalkable library
        set IsTerrainWalkable_X = X
        set IsTerrainWalkable_Y = Y
    endif
    call SetItemVisible(Item, false)//Hide it again
    //Unhide any items hidden at the start
    loop
        exitwhen HidMax <= 0
        set HidMax = HidMax - 1
        call SetItemVisible(Hid[HidMax], true)
        set Hid[HidMax] = null
    endloop
    //Return walkability
    return (X-x)*(X-x)+(Y-y)*(Y-y) <= MAX_RANGE*MAX_RANGE and not IsTerrainPathable(x, y, PATHING_TYPE_WALKABILITY)
endfunction

private function Init takes nothing returns nothing
    set Find = Rect(0., 0., 128., 128.)
    set Item = CreateItem(DUMMY_ITEM_ID, 0, 0)
    call SetItemVisible(Item, false)
endfunction
endlibrary

Either put it in the map header or create a new trigger, Edit, Convert to Custom Text, and put it in there.
 
Level 15
Joined
Jul 19, 2007
Messages
824
lol, how did no one see that.

Anyway, if you can't find the IsTerrainWalkable resource, then I just grabbed this from PnF's sig:

JASS:
library TerrainPathability initializer Init
//******************************************************************************
//* BY: Rising_Dusk
//* 
//* This script can be used to detect the type of pathing at a specific point.
//* It is valuable to do it this way because the IsTerrainPathable is very
//* counterintuitive and returns in odd ways and aren't always as you would
//* expect. This library, however, facilitates detecting those things reliably
//* and easily.
//* 
//******************************************************************************
//* 
//*    > function IsTerrainDeepWater    takes real x, real y returns boolean
//*    > function IsTerrainShallowWater takes real x, real y returns boolean
//*    > function IsTerrainLand         takes real x, real y returns boolean
//*    > function IsTerrainPlatform     takes real x, real y returns boolean
//*    > function IsTerrainWalkable     takes real x, real y returns boolean
//* 
//* These functions return true if the given point is of the type specified
//* in the function's name and false if it is not. For the IsTerrainWalkable
//* function, the MAX_RANGE constant below is the maximum deviation range from
//* the supplied coordinates that will still return true.
//* 
//* The IsTerrainPlatform works for any preplaced walkable destructable. It will
//* return true over bridges, destructable ramps, elevators, and invisible
//* platforms. Walkable destructables created at runtime do not create the same
//* pathing hole as preplaced ones do, so this will return false for them. All
//* other functions except IsTerrainWalkable return false for platforms, because
//* the platform itself erases their pathing when the map is saved.
//* 
//* After calling IsTerrainWalkable(x, y), the following two global variables
//* gain meaning. They return the X and Y coordinates of the nearest walkable
//* point to the specified coordinates. These will only deviate from the
//* IsTerrainWalkable function arguments if the function returned false.
//* 
//* Variables that can be used from the library:
//*     [real]    TerrainPathability_X
//*     [real]    TerrainPathability_Y
//* 
globals
    private constant real    MAX_RANGE     = 10.
    private constant integer DUMMY_ITEM_ID = 'wolg'
endglobals

globals    
    private item       Item   = null
    private rect       Find   = null
    private item array Hid
    private integer    HidMax = 0
    public  real       X      = 0.
    public  real       Y      = 0.
endglobals

function IsTerrainDeepWater takes real x, real y returns boolean
    return not IsTerrainPathable(x, y, PATHING_TYPE_FLOATABILITY) and IsTerrainPathable(x, y, PATHING_TYPE_WALKABILITY)
endfunction
function IsTerrainShallowWater takes real x, real y returns boolean
    return not IsTerrainPathable(x, y, PATHING_TYPE_FLOATABILITY) and not IsTerrainPathable(x, y, PATHING_TYPE_WALKABILITY) and IsTerrainPathable(x, y, PATHING_TYPE_BUILDABILITY)
endfunction
function IsTerrainLand takes real x, real y returns boolean
    return IsTerrainPathable(x, y, PATHING_TYPE_FLOATABILITY)
endfunction
function IsTerrainPlatform takes real x, real y returns boolean
    return not IsTerrainPathable(x, y, PATHING_TYPE_FLOATABILITY) and not IsTerrainPathable(x, y, PATHING_TYPE_WALKABILITY) and not IsTerrainPathable(x, y, PATHING_TYPE_BUILDABILITY)
endfunction

private function HideItem takes nothing returns nothing
    if IsItemVisible(GetEnumItem()) then
        set Hid[HidMax] = GetEnumItem()
        call SetItemVisible(Hid[HidMax], false)
        set HidMax = HidMax + 1
    endif
endfunction
function IsTerrainWalkable takes real x, real y returns boolean
    //Hide any items in the area to avoid conflicts with our item
    call MoveRectTo(Find, x, y)
    call EnumItemsInRect(Find ,null, function HideItem)
    //Try to move the test item and get its coords
    call SetItemPosition(Item, x, y) //Unhides the item
    set X = GetItemX(Item)
    set Y = GetItemY(Item)
    static if LIBRARY_IsTerrainWalkable then
        //This is for compatibility with the IsTerrainWalkable library
        set IsTerrainWalkable_X = X
        set IsTerrainWalkable_Y = Y
    endif
    call SetItemVisible(Item, false)//Hide it again
    //Unhide any items hidden at the start
    loop
        exitwhen HidMax <= 0
        set HidMax = HidMax - 1
        call SetItemVisible(Hid[HidMax], true)
        set Hid[HidMax] = null
    endloop
    //Return walkability
    return (X-x)*(X-x)+(Y-y)*(Y-y) <= MAX_RANGE*MAX_RANGE and not IsTerrainPathable(x, y, PATHING_TYPE_WALKABILITY)
endfunction

private function Init takes nothing returns nothing
    set Find = Rect(0., 0., 128., 128.)
    set Item = CreateItem(DUMMY_ITEM_ID, 0, 0)
    call SetItemVisible(Item, false)
endfunction
endlibrary

Either put it in the map header or create a new trigger, Edit, Convert to Custom Text, and put it in there.
Oh I forget to copy that script from the original map, now I did but now I still get about 100 of errors o_O
I just can't see whats wrong at all. Maybe someone can take a look at my map try to find out? I really can't see anything wrong at all :-/
 
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Jul 19, 2007
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