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How EUD Editor 3 is laid out

The TE section, the Plugin section, and compiling.

2 min read

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.
  1. 1Open your .scx as a project.
  2. 2Paste your EPScript into the TE section.
  3. 3Add any plugin configuration to the Plugin section.
  4. 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.

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