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Custom Commands for maps
http://forum.wc3edit.net/deprotection-cheating-f64/custom-commands-for-maps-t37146-20.html
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Author:  Auregon [ March 5th, 2020, 4:41 pm ]
Post subject:  Re: Custom Commands for maps

Vincent0001 wrote:
.
they already cam out with 2 more versions :/ newest is 52, can i add you on dc or something and see how you do this?

Author:  nuzamacuxe [ March 5th, 2020, 11:30 pm ]
Post subject:  Re: Custom Commands for maps

Auregon wrote:
nuzamacuxe wrote:
Dude. You misunderstood what I said. I said to change only the ones inside of function CC_Commands. You simply broke the map doing what you did.

I did a ctrl+f search for cc_ and CC_commands and got nothing. searching for just cc makes it show up in code like cfffcc00Cant use this item etc.


Lol. Of course you wont find anything because you didn't implement my custom command function.

The integer which I mentioned you'll have to find them in every new version of that map because they optimize the code. I already gave you the hint. It's simple: Use the version which I provided; look for the integers used to make you the evil one; compare with the new version to find where they are; Copy my custom command function; Change the old integers inside of it with the new ones; Profit.

Author:  Auregon [ March 8th, 2020, 8:14 pm ]
Post subject:  Re: Custom Commands for maps

nuzamacuxe wrote:
Auregon wrote:
nuzamacuxe wrote:
Dude. You misunderstood what I said. I said to change only the ones inside of function CC_Commands. You simply broke the map doing what you did.

I did a ctrl+f search for cc_ and CC_commands and got nothing. searching for just cc makes it show up in code like cfffcc00Cant use this item etc.


Lol. Of course you wont find anything because you didn't implement my custom command function.

The integer which I mentioned you'll have to find them in every new version of that map because they optimize the code. I already gave you the hint. It's simple: Use the version which I provided; look for the integers used to make you the evil one; compare with the new version to find where they are; Copy my custom command function; Change the old integers inside of it with the new ones; Profit.


apologies for misinterpreting that, sounds good thank you. I'll let you know how it works out

Author:  Auregon [ March 9th, 2020, 12:55 am ]
Post subject:  Re: Custom Commands for maps

So i figured it out and added the your line of code. however, the command doesn't work in game. the game doesn't crash though which is a good sign but the command -wevil does not work.

Author:  nuzamacuxe [ March 9th, 2020, 1:01 am ]
Post subject:  Re: Custom Commands for maps

You did something wrong. Maybe you forgot to add something. Please recheck what you did.

Author:  Auregon [ March 9th, 2020, 9:29 pm ]
Post subject:  Re: Custom Commands for maps

nuzamacuxe wrote:
You did something wrong. Maybe you forgot to add something. Please recheck what you did.

hmmm I moved the command around but the same effect. also double checked integers. I attached the j file if you want to see.

Author:  nuzamacuxe [ March 10th, 2020, 2:02 am ]
Post subject:  Re: Custom Commands for maps

You forgot to add: call CC_Init() inside of function main takes nothing returns nothing.

Author:  Auregon [ March 10th, 2020, 10:12 am ]
Post subject:  Re: Custom Commands for maps

nuzamacuxe wrote:
You forgot to add: call CC_Init() inside of function main takes nothing returns nothing.

Ok I added call CC_Init() after the line InitS2RAW() and I believe I got it working. Thank you for helping me.

Author:  Auregon [ March 10th, 2020, 10:37 am ]
Post subject:  Re: Custom Commands for maps

ok so I got the message that "I will be the evil one" but I didn't end up being the evil one.

Author:  nuzamacuxe [ March 12th, 2020, 3:39 am ]
Post subject:  Re: Custom Commands for maps

Try to type the command after you choose the options (If you want to be the evil, etc).

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