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Old 09-02-2007, 02:05 PM   #181
zergleb
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The other is just regular WE(Not the MS-Dos Batch file, but the one that comes with war3). So basically when I use NewGen WorldEditor.exe it acts like regular WE in every way except it has syntax highlighting. If I didn't install that it would act like WE in every way.

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Old 09-02-2007, 03:15 PM   #182
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Can you see the jasshelper and grimoire menus in the main editor window?

Are you using the .lua files from newgen pack?
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Old 09-02-2007, 10:11 PM   #183
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Only the very first time could I see those menus(and my map compiled fine without running WE's syntax checker also) but since then there was only one other time I could see the menus so what I did was tested to see if I fixed the problem, but when i closed the editor and opened the same way as I had just 5 seconds earlier it opened up without those menus again.

i don't understand the lua files, so I suppose it's possible I'm using them incorrectly although I've tried a million times to just extract the files from the newgen download and run NewGen WorldEditor.exe directly that way. So if that is all I have to do then I don't believe I used anything wrong.
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Old 09-15-2007, 12:07 PM   #184
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I downloaded the NewGen Pack about an hour ago and have been playing around with it for awhile. Seems great so far, but the only question I have is, is it possible to exceed the maximum values in the object editor like in the WEU?

An example is the maximum gold cost, in WEU the limit is 999,999, in the NewGen Pack I can't go beyond 100,000.

Edit: NM I figured it out, should have read the readme...

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Old 09-15-2007, 05:04 PM   #185
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You don't really need WEU for that though, just keeping shift pressed when editing the value seems to work well.
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Old 09-16-2007, 08:22 AM   #186
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Just wanted to come back and say this NewGen Pack rules. It does more things than I ever thought the world editor would ever do. I especially like how it pops up a test in a neat lil window and points out anywhere you missed something, like removing locations and such. Awesome work on this, it keeps me ambitious to keep learning new things.
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Old 09-27-2007, 11:06 PM   #187
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new jasshelper and PJass are recommend, for once, you may like the features on jasshelper and this also fixes stuff related to desyncs on Mac and possibly other situations.
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Old 09-28-2007, 02:24 AM   #188
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Hi vex, this editor is awesome but i might want to request some add-in.

I don't know if this should be here or if this suggestion has been suggested before, or not.

It is a new tag for code. For some spell maker, they type their implementation instruct on top of the coding. [For JASS spell maker]
And we have to keep on type "//" to write it. It is more difficult to make it neat and readable.

So my request is just something like:
Collapse JASS:
noparse
           kentchow75 presents
                  xxx spell

  Implementation instruction:
1.xx
2.xx
endnoparse

The it will all be transformed to:
Collapse JASS:
//           kentchow75 presents
//                  xxx spell
//
//  Implementation instruction:
//1.xx
//2.xx
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Old 09-28-2007, 02:59 AM   #189
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how about you wait for comment blocks to be implemented?
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Old 09-28-2007, 03:12 AM   #190
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Collapse JASS:
/*
              COMMENT
   1.
   2.
   ...
*/

like tat would be cool
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Old 09-28-2007, 06:13 AM   #191
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I like requested that 2 months ago.
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Old 09-28-2007, 06:29 AM   #192
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>>how about you wait for comment blocks to be implemented?
Er, sorry 'bout my bad english..I don't really understand what you wanted to say..
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Old 09-28-2007, 06:58 AM   #193
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he meant wat i said
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Old 09-28-2007, 09:48 AM   #194
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Eh, Vexorian. You missed something?
v3f's jass helper is 0.9.8.9 ?!
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Old 09-28-2007, 11:30 AM   #195
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3f error saving a map with caster system

Quote:
Functions passed to Filter or Condition must return a boolean

Collapse JASS:
local boolexpr bex=Condition(function DamagerGroup_Enum)
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