There are several ways to include your script in your map. Probably the easiest way is using a new Custom Script object, as you described. Other methods include the already mentioned importing of a new MapScript.galaxy file or importing other script files and including them for libraries. This can be done in the data editor -> Gameplay Data tab -> Default SC2 Gameplay Settings -> UI: Trigger Libraries field, or the way XPilot described in his post.
Yeah, you should never open the trigger editor, as that tends to reset MapScript.galaxy I just use the following MapScript.galaxy file:
Opening the trigger is fine, changing anything and then saving the map causes the map to override the imported script.
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I would also recommend using a language extension, as galaxy is pretty lacking. I still use Andromeda, but Galaxy++ is probably the way to go these days.
Beier stopped his support for Galaxy++, the newest version by him does not support the new natives introduced in 1.5. Slarti released an updated version supporting these, but it is pretty buggy at the moment.
There are several ways to include your script in your map. Probably the easiest way is using a new Custom Script object, as you described. Other methods include the already mentioned importing of a new MapScript.galaxy file or importing other script files and including them for libraries. This can be done in the data editor -> Gameplay Data tab -> Default SC2 Gameplay Settings -> UI: Trigger Libraries field, or the way XPilot described in his post.
Opening the trigger is fine, changing anything and then saving the map causes the map to override the imported script.
Beier stopped his support for Galaxy
++
, the newest version by him does not support the new natives introduced in 1.5. Slarti released an updated version supporting these, but it is pretty buggy at the moment.