MoveLocation(Player, Location, DestLocation, TUnit)
Looks to be:
MoveLocation(Player, TUnit, Location, DestLocation) which probably follows standard map trigger orders and most mappers prob know this order by intuition. Thank god for the nice error reporting! Or this would have taken me quite awhile to locate what I was doing wrong.[/quote]
[quote name='bajadulce' post='9080' date='Jan 22 2010, 02:51 AM']One funny thing to make a note of in terms of error reporting. In the following code, if one forgets to put the <0> at the end of a comment string, then the compiler will report something wrong with the next string (in this case string 2). Which can be a bit confusing at first. Don't know if it's possible to alert of this error?[/quote]
What is the error you get?
[quote name='bajadulce' post='9094' date='Jan 24 2010, 03:13 AM'][quote name='poiuy_qwert' post='8982' date='Jan 12 2010, 08:09 PM']Later down the line I plan for PyTRG be upgraded to use ProTRG once ProTRG is upgraded to compile to .trg's as well as SCMDraft triggers.[/quote]I like the ease of checking my trigs in PyTRG and the ability to compile to .trg's to import directly into editors like SCExtra is nice. Definitely having to build a separate map just to extract triggers so I can copy/paste them into my SCMDraft maps is a bit of a nuisance tho.[/quote]
Well I already stated I would make it compile to .trg, in fact thats already done, I just have to confim the parameters are compiled to the correct places then update the readme and release.
[quote name='bajadulce' post='9094' date='Jan 24 2010, 03:13 AM']
All I have is the compiled .pyc files in LibsLibs.zip?[/quote]2) You should only have to change LibsTRG.py to make it work, but you'll need to edit PyTRG.pyw to get the correct hover information.
I thought you had the source version? Only way to do it is with the source version
[quote name='bajadulce' post='9094' date='Jan 24 2010, 03:13 AM']EDIT:
I've hit a snag in PyTRG. I have a file that compiles with no errors but crashes if you try to import into Xtra Editor. Going to isolate the cause.
Hmmm this is odd. If I cut the script in half and test the upper half it doesn't crash. If I test the bottom half of script it too doesn't crash? Only when the two are together. This is the fist time I've written a decent sized script without any proper comments (i.e ones that would show up in the map) as they were becoming a real pain in the ass. Am using StarEdit and XtraEdit to try and import. Prob should head back over to ProTRG as the resulting .trgs are kinda useless now that I am working almost solely with SCMDraft.
Here's my working version as well as the compiled one that will be easier to look at.
I might try and add some "comments" and see if this does anything. Almost appears to be a "size" issue. dunno. This was to be added to my PEAI trigs which are about 4x the length of this.
Yes, So I took about 30 minutes and went through the entire script copy/pasting a generic "comment" to every trig which was tedious as all hell. Now I get no errors in either Xtra or StarEdit. Guess I should just head back to ProTrg now... :S. Any easy way to export? lol. Will ProTRG ever get a decompiler?
here is the same script with "comments" added if you'd like to check for yourself:
Very odd, thanks for the report.