There are two places in EUD Editor 3 you will actually use.
- The TE (Trigger Editor) section - where EPScript goes. Your logic lives here.
- The Plugin section - where add-ons such as a key input table are registered.
- 1Open your .scx as a project.
- 2Paste your EPScript into the TE section.
- 3Add any plugin configuration to the Plugin section.
- 4Compile, and you get a new .scx with the EUD baked in. That is the file you distribute.
Keep editing the source map, not the compiled output. Trying to re-edit a compiled map is where projects get stuck.
