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Old 07-04-2009, 08:40 AM   #46
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Quote:
Originally Posted by Troll-Brain
Can your tool be able to copy/paste/delete/edit/replace quite easily the war3map.wtg of a map ?

If yes, then i would need to run a script externally, like i've said before.
what you need that for? Normally the program rebuilds the wtg file itself.
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Old 07-04-2009, 09:30 AM   #47
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Am runnin XP pro... It did say export successful
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Old 07-04-2009, 10:25 AM   #48
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In other words is your tool able to handle war3map.wtg as a (v)Jass text file ?
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Old 07-04-2009, 05:37 PM   #49
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Quote:
Originally Posted by Bobo_The_Kodo
Am runnin XP pro... It did say export successful
Very strange, I am also running XP pro. Maybe the wrong folder? Can you export other files (maybe some from war3.mpq?

@Troll-Brain: .wtg doesn't contain trigger text, just trigger settings. Do you mean .wct? GMSI gathers information from .wtg, .wct and whandles this as triggers.

Using map.script, you can access all triggers' code, name and category, create new triggers, alter their code, delete triggers and so on. You can also create new categories.

these are the definitions used (from wc3MapDefinitions.gsl):
Code:
/**
*	A trigger
*/
typedef Trigger struct{
	string name;
	string comment;
	bool isComment;
	bool isEnabled;
	bool isCustomText;
	bool isNotInitiallyOn;
	bool isRanOnMapInit;
	int	category;
	object guiData = null;
	string code;
}

/**
*	A trigger category (the folders in the trigger editor)
*/
typedef TriggerCategory struct{
	string name;
	bool isComment;
	int index;
}

/**
*	A user defined global variable (udg_...). Any variable that was defined in the GUI dialogue in the World Editor
*/
typedef GlobalVariable struct{
	string name;
	string typ;
	int unknown;
	bool isArray;
	int arraySize;
	bool isInited;
	string initValue;
}

/**
*	The script section of a map containing the header trigger and comment,
*	all triggers, global variables and trigger categories
*/
typedef ScriptSection struct{
	string 					headerCode 		= null;		//The header custom script code
	string 					headerComment 	= null;		//The header comment
	array<TriggerCategory> 	categories 		= array();	//The Trigger categories
	array<GlobalVariable> 	variables 		= array();	//The GUI-defined global variables
	array<Trigger> 			triggers 		= array();	//The triggers
}
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Old 07-04-2009, 06:30 PM   #50
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No i mean .wtg, the user interface, the file used only by the editor to compile the script of the map war3map.j

So isCustomText == true when the trigger is converted in jass ?
And i can have and edit a trigger's code in a string format with "string code" ?

Then, it's exactly what i want.
But i need to run scripts externally because i plan to save the .wtg , edit it to compile in vJass the customs Wait, run the vJass -> jass compilation, replace the .wtg with the previous one, when i save a map.
http://www.wc3c.net/showthread.php?t=106581

Last edited by Troll-Brain : 07-04-2009 at 06:32 PM.
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Old 07-05-2009, 04:13 PM   #51
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Quote:
/**
* Exports the file "path" from an mpq archive to "newpath" in the output folder
* It searches for the file just like warcraft 3:
* First it searches in the mapfile itself, if the file is not present there
* it searches in the war3patch.mpq then in war3x.mpq and finally in war3.mpq
* If the file is in none of these (so the export failed), the function will return false, otherwise true
*

It says the "output" folder. I just found out it got exported to the "export" folder ... :o
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Old 07-08-2009, 08:03 PM   #52
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Does this contain a Java implementation of MPQ reading/writing/etc? If so, could you make it public as a .jar?
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Old 07-09-2009, 11:15 AM   #53
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@troll-brain: yes, thats how it work.

Quote:
Originally Posted by PurplePoot
Does this contain a Java implementation of MPQ reading/writing/etc? If so, could you make it public as a .jar?
No, it uses sfmpq.dll :(
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Old 07-09-2009, 09:29 PM   #54
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So do you plan to allow using scripts externally like iv'e asked, or should i start make from crash my own preprocessor ?
I would love using your tool for that, because if later i need to edit a war3 map for something else, it would be easier and faster.
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Old 07-11-2009, 04:53 PM   #55
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Quote:
Originally Posted by Troll-Brain
So do you plan to allow using scripts externally like iv'e asked, or should i start make from crash my own preprocessor ?
I would love using your tool for that, because if later i need to edit a war3 map for something else, it would be easier and faster.
How do you mean externally?
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Old 07-11-2009, 04:54 PM   #56
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Quote:
Originally Posted by Troll-Brain
Correct me if i'm wrong but this tool can "only" edit map already saved, there is no way to call a script when i save a map with the JassNewGenPack, in the function compilemap_path of wehack.lua ?
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Old 07-12-2009, 05:26 AM   #57
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This script seems very useful and can reduce loading time of maps by placing objects ingame instead of preplaced. I really want to learn this program since well I never used anything but GUI/Jass/vJass but I have one question. Does this script do anything else instead of placing doodads, destructibles, units, etc. or does it also have some functions that aren't originally in wc3? Like vJass has the globals block and structs, does this have any other bonus of that sort?
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Old 07-12-2009, 02:19 PM   #58
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Quote:
Originally Posted by D.V.D
This script seems very useful and can reduce loading time of maps by placing objects ingame instead of preplaced. I really want to learn this program since well I never used anything but GUI/Jass/vJass but I have one question. Does this script do anything else instead of placing doodads, destructibles, units, etc. or does it also have some functions that aren't originally in wc3? Like vJass has the globals block and structs, does this have any other bonus of that sort?
I guess you fully misunderstood the program. It can place stuff / add placed stuff into the map, but that is never used at the moment. It is rather able to modify every aspect of your map procedurally, like creating trigger code, generating new object editor objects (units, doods,...), setting their values, adding/removing imports, even changing the hightmap and terrain textures of your map.

Quote:
Originally Posted by Troll-Brain
Correct me if i'm wrong but this tool can "only" edit map already saved, there is no way to call a script when i save a map with the JassNewGenPack, in the function compilemap_path of wehack.lua ?
I think you know JNGP details better than me. Can't you just add a line calling GMSI to compilemap_path? If not, what's the problem there? I can try to fix that, if one exists.
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Old 07-12-2009, 02:31 PM   #59
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Quote:
I think you know JNGP details better than me. Can't you just add a line calling GMSI to compilemap_path? If not, what's the problem there? I can try to fix that, if one exists.
You think wrong, how can i say to GMSI run a particular script and not just be open ?
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Old 07-12-2009, 08:33 PM   #60
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Could you use wc3 functions in this code or do you have to make another trigger to do the wc3 functions?
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