Staredit Network > Forums > SC1 UMS Mapmaking Assistance > Topic: scmdraft Trigger Editor
scmdraft Trigger Editor
Jun 1 2008, 1:46 pm
By: Ateo  

Jun 1 2008, 1:46 pm Ateo Post #1



I was trying to mass copy some triggers, from player 1 to player 2, since the triggers are identical except for the location names. But everytime I try to export, it gives me a '":" expected' error. What gives? :(



None.

Jun 1 2008, 3:47 pm NudeRaider Post #2

We can't explain the universe, just describe it; and we don't know whether our theories are true, we just know they're not wrong. >Harald Lesch

Export? You mean compile?
":"? You're sure it doesn't say ";" (semicolon)?

Possible sources of errors are when you use an editor of some kind and have "Word Wrap" enabled. It generates EOL chars where none should be.

Or you didn't thoroughly copy a whole trigger (from "Trigger("All players"){" to "//-----------------------------------------------------------------//") or marked parts of triggers while inserting (overwrites the part you marked).

Generally when you encounter an error "... expected" you did some syntax mistake. Double check the parts you changed/inserted.




Jun 1 2008, 6:45 pm Ahli Post #3

I do stuff and thingies... Try widening and reducing the number of small nooks and crannies to correct the problem.

I've that all the time. I hope SI saw that I edited my last post twice in his scmdraftbugs topic.

How to avoid that mistake:
1. Write or paste your triggers in it. (that's normal or? :D)
2. if that error pops up while compiling (the right upper little box you can click at), go on
3. right click in your text field
4. chose "select all"
5. right click again
6. chose "copy"
7. then hit DEL
8. paste the triggers inside again
9. compile it again
10. if an error occurs, you should check that line. Make sure that the compiler starts at line 0 (with this method).
11. if you see the error with "line 0 started" and "line # done." it was compiled.

Just copy everything, delete everthing, paste everything and compile again.




Jun 2 2008, 3:33 am Ateo Post #4



It doesn't say start at line 0...

and I work with the classic trigedit. then when I have to duplicate mass amounts of triggers I use the trigger editor for copy/paste. I'm doing a select all, pasting it into Notepad++, doing a find and replace all, and then pasting the whole thing back into the trigger editor, on top of my original triggers.. After that, I will use classic Trigedit to delete any unnecessary copies, mostly from the computer players and forces.



None.

Jun 2 2008, 6:07 am NudeRaider Post #5

We can't explain the universe, just describe it; and we don't know whether our theories are true, we just know they're not wrong. >Harald Lesch

great! That's how I do it too. :D




Jun 2 2008, 10:21 am Ahli Post #6

I do stuff and thingies... Try widening and reducing the number of small nooks and crannies to correct the problem.

If your syntax is right and the compiler won't compile it and displays an error message talking about an expected ");" in a line where it exists, you should do what I wrote.
How you change the triggers shouldn't matter here, as long as you have the right syntax in the editor field.
Do you still have that error?
Because that error is not always a real syntax mistake. I can reproduce that error whenever I want. I just need to copy a trigger out of my diablo 1 project with a wrong unit name, then I fail at compiling and change the unit name to a real one like "Terran Marine". Another compiling without deleting all the triggers before will cause the mistake.




Jun 2 2008, 11:10 am Ateo Post #7



It's ok, it's all fixed now.

Thanks NudeRaider and Ahli! ^^ ^^ ^^



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[06:10 pm]
Ultraviolet -- sweet summer child
[2026-6-26. : 10:31 am]
NudeRaider -- blessed innocent soul knows nothing of the strife we had before EUDs were discovered :teehee:
[2026-6-23. : 3:29 am]
DarkenedFantasies -- Probably just didn't care. For example, at some point before release, they've updated the graphics of some of the Protoss buildings (Forge, CyberCore, Citadel, Observatory, Arbiter Tribunal), but instead of properly re-rendering them with edited 3D models, they did crappy copy-paste jobs on the rendered graphics.
[2026-6-22. : 8:35 pm]
Ultraviolet -- :wob:
[2026-6-21. : 11:38 pm]
Symmetry -- :wob:
[2026-6-21. : 4:56 am]
Ultraviolet -- I suppose we'll likely never know, but my guess would be that they already saw it operating successfully and there was no monetary incentive to finish the original work. And the dev cycle in old school Blizzard was so hectic, it's possible it just got forgotten about after the original game got released. Plus there's an element of existing MPQ files that were packaged with the original discs becoming outdated if they updated it. And it's not like they remade the original MPQs, they just made new ones for BW specifically
[2026-6-21. : 4:26 am]
Oh_Man -- so that makes me think maybe the theory they are unfinished is not true and its a deliberate design decision, coz why not finish them wen ur making brood war?
[2026-6-21. : 4:25 am]
Oh_Man -- the thing is thos buildings are from classic. that means they went ahead and made brood war without ever finishing the 'unfinished' buildings
[2026-6-20. : 6:15 pm]
Ultraviolet -- Yeah he's talked about a lot of that stuff in his casts before. It seems plausible. Especially knowing how Blizzard of yesteryear operated.
[2026-6-20. : 3:47 pm]
NudeRaider -- to clarify: couldn't recall the behavior for every single Protoss building but I was aware the disparity exists.
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