I've been playing around with Beier's editor and I've run into a problem. I made a simple trigger in GUI to test/determine a player attribute. Then I wrote it in galaxy++ and it no longer works.
Galaxy++ version: I have some unused variables because the code was originally more complicated, but because it wasn't working I simplified it.
namespaceDTstring[13]team;//player 1 starts at 1 instead of 0Triggertrig{events{TriggerAddEventKeyPressed(trig,c_playerAny,c_keyN,true,c_keyModifierStateIgnore,c_keyModifierStateIgnore,c_keyModifierStateIgnore);}actions{UIDisplayMessage(PlayerGroupAll(),c_messageAreaChat,(text)EventPlayer());if(GameAttributePlayerValue("1",1)=="0001"){UIDisplayMessage(PlayerGroupAll(),c_messageAreaChat,(text)"Attribute 1 detected");}}}
The galaxy++ trigger has an additional display message to make sure the trigger fires. It does, but I can't get the "Attribute 1 detected" message to show up in the galaxy++ version. The GUI version works just fine. Unless I'm missing something these two triggers are exactly the same side-by-side with the galaxy++ lacking some useless variables. Thoughts anyone?
Edit: No, I have no idea why the post has weird colors outside of the code section, and I can't seem to change it.
++ seems to be the WikiCreole indicator to underline and color the next paragraph. You can use triple {} brackets (like this: {{{++}}} ) to nullify this or just type a space between the + signs.
Yes, that is what that display message is for outside the if statement. The trigger executes, but the if statement check doesn't go through like it does in the GUI version.
Yes, that is what that display message is for outside the if statement. The trigger executes, but the if statement check doesn't go through like it does in the GUI version.
xD, I overlooked the first text message. Just how blind am I?
I can with GUI. With galaxy++ I get this error: 0:00:08.13 Trigger Error in 'DT_trigM': Could not get 'text' from parameter in 'UIDisplayMessage' (value: 65535)
I don't really know why. I basically copy/pasted the GUI line over to galaxy++
We talked about it in PMs. It turns out it really is a problem with the G++ editor. The output script is still totally valid, and when published, the attributes will work, but for some reason, when the map is run from the galaxy++ editor, custom attributes doesn't work. I don't know why that is, but it is possible to save the compiled script to a map, and test that map using the normal editor.
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I've been playing around with Beier's editor and I've run into a problem. I made a simple trigger in GUI to test/determine a player attribute. Then I wrote it in galaxy
++
and it no longer works.GUI version:
Galaxy
++
version: I have some unused variables because the code was originally more complicated, but because it wasn't working I simplified it.The galaxy
++
trigger has an additional display message to make sure the trigger fires. It does, but I can't get the "Attribute 1 detected" message to show up in the galaxy++
version. The GUI version works just fine. Unless I'm missing something these two triggers are exactly the same side-by-side with the galaxy++
lacking some useless variables. Thoughts anyone?++
seems to be the WikiCreole indicator to underline and color the next paragraph. You can use triple {} brackets (like this:{{{++}}}
) to nullify this or just type a space between the + signs.Did you check, if the trigger executes at all?
Yes, that is what that display message is for outside the if statement. The trigger executes, but the if statement check doesn't go through like it does in the GUI version.
xD, I overlooked the first text message. Just how blind am I?
Try to print the GameAttributePlayerValue
I can with GUI. With galaxy
++
I get this error: 0:00:08.13 Trigger Error in 'DT_trigM': Could not get 'text' from parameter in 'UIDisplayMessage' (value: 65535)I don't really know why. I basically copy/pasted the GUI line over to galaxy
++
I smell typecasting issues. You ought to use String ToText for the time being.
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We talked about it in PMs. It turns out it really is a problem with the G
++
editor. The output script is still totally valid, and when published, the attributes will work, but for some reason, when the map is run from the galaxy++
editor, custom attributes doesn't work. I don't know why that is, but it is possible to save the compiled script to a map, and test that map using the normal editor.