Custom Commands for maps

General talk about editing, cheating, and deprotecting maps.

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Auregon
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Posts: 32
Joined: January 14th, 2019, 8:32 pm

Re: Custom Commands for maps

Post by Auregon »

nuzamacuxe wrote:Just compare both war3map.j. What I did was simply increase your chance of being The Evil One to 100 as soon as you type the command "-wevil". That way you will be always the choosen one.

Code: Select all

function ChatEvent takes trigger Trig, string Text, boolean Bool, code Act returns trigger
local integer index=0
 loop
  call TriggerRegisterPlayerChatEvent(Trig,Player(index),Text,Bool)
  set index=index+1
  exitwhen index==bj_MAX_PLAYER_SLOTS
 endloop
 if Act!=null then
   call TriggerAddAction(Trig,Act)
 endif
return Trig
endfunction
function CC_Commands takes nothing returns nothing
local integer PID = GetPlayerId( GetTriggerPlayer( ) )
local string Text = SubString( GetEventPlayerChatString(), 1, StringLength(GetEventPlayerChatString()) )

if Text == "wevil" then
   set fz[ PID ]= 100
   set f6[ PID ]= true
   call DisplayTimedTextToPlayer( Player( PID ), 0, 0, 10, "You will be The Evil One." )
endif

endfunction
function CC_Init takes nothing returns nothing
call ChatEvent( CreateTrigger( ), "-", false, function CC_Commands )
endfunction


The evil hero isn't the same way.

I tried adding this before function main and it crashed. I attached the newest map if you wanted to look but I took it out and just put cheat pack in. Is there more to it than just this code?
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nuzamacuxe
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Re: Custom Commands for maps

Post by nuzamacuxe »

Compare the war3map.j from the other map with mine.
Auregon
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Posts: 32
Joined: January 14th, 2019, 8:32 pm

Re: Custom Commands for maps

Post by Auregon »

nuzamacuxe wrote:Compare the war3map.j from the other map with mine.
i did, the only thing I found different was you adding the command after endglobals and before function main. is there more to it than that?
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nuzamacuxe
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Re: Custom Commands for maps

Post by nuzamacuxe »

You'll need to find out the current integer letters for fz and f6. They are different.

Changes fz to gL
Changes f6 to gT
Auregon
Junior Member
Posts: 32
Joined: January 14th, 2019, 8:32 pm

Re: Custom Commands for maps

Post by Auregon »

nuzamacuxe wrote:You'll need to find out the current integer letters for fz and f6. They are different.

Changes fz to gL
Changes f6 to gT
I Changed all integers that had fz to gL and all f6 to gT then added the code and the map still crashed. isa there only specific ones??
Vincent0001
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Posts: 40
Joined: February 11th, 2020, 8:24 am

Re: Custom Commands for maps

Post by Vincent0001 »

Place this code below "function main takes nothing returns nothing"

Code: Select all

call CC_Init()
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nuzamacuxe
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Re: Custom Commands for maps

Post by nuzamacuxe »

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.
Auregon
Junior Member
Posts: 32
Joined: January 14th, 2019, 8:32 pm

Re: Custom Commands for maps

Post by Auregon »

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.
Auregon
Junior Member
Posts: 32
Joined: January 14th, 2019, 8:32 pm

Re: Custom Commands for maps

Post by Auregon »

could you maybe post a screenshot, sorry for the trouble I'm just not understanding and they come out with a new map ever week so I'd like to understand it.
Vincent0001
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Joined: February 11th, 2020, 8:24 am

Re: Custom Commands for maps

Post by Vincent0001 »

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