gjr
08-10-2006, 12:40
Edit by ShadoWbg
Hello there, this thread contains tutorials for people who have already met the Basics of the Warcraft World Editor Basics (http://eurobattle.net/showthread.php?t=45205). There is a Thread for more Advanced Users (http://eurobattle.net/showthread.php?t=23877&page=2)
If you have any questions and/or difficulties post in the Questions Thread (http://eurobattle.net/showthread.php?t=38435) and someone will answer you as quick as possible.
Trigger Editor
As some might know I was working the mafarazzo bidirectional TD map in the past month (with Mafarazzo's permission). During that time I encountered some problems that had no solution on any of the forums (including the other wc3 related forums as well). Finally I have managed to solve these problems, and I've decided to share some of my findings with the community.
In this post I am going to write about the usage of custom values each unit has.
There are some things that you cannot setup in your triggers. For example unit damage, etc. However you can use the unit's custom values to achieve some effects.
For example, in TD people usually just create spawn areas and destination areas. Then they add move order to units, and they walk to the destination areas. However if you have units walking on the same road but in different direction you might have some problems.
One solution is to add severall computer players and to assign the units to different computer players. That way it is easy to follow what are the units supposed to do, but it decreases the number of possible human players on the map.
My solution was to give a different custom value to each unit group, and then check the units custom value when they enter a%
I want to create a hero that when he levels up to lets say lvl 10 his module changes to something else.
i know how to do this, but my problem is that with variables you can't use the action "Replace unit".
So i have to actually take the unit name itself and then i can replace, but if i do that i don't have the new hero name in my variable.
if you know any solution please help me.
my english is'nt that great, so if you dont understand please tell me and i will edit it.
Edit by ShadoWbg
I tried to fix some of the mistakes in your english. Nothing else changed :tiphat:
And now to the real deal in your problem....
As far as i understanded i think that you want to create an "Aeon of Six Gods" type thing ....
Here's the link if you haven't played it! (http://maps.worldofwar.net/maps.php?id=7809)
Well i think that you've better try and create separate heroes for each "evolution" (if i can say so...) phase.....and than....just use some variables...
Example....
When the trigger for selecting a hero is done...add a variable to him example:
Trigger is MoonMageSelect
Event...ondition..Action (i think you know what to do till here so thats why i dont explane it...) After the Create 1 MoonMage for owner of entering unit (if with regions)
Set (unit variable) MoonMage=Last Created Unit
and than have another trigger
Event:
Generic uit event: A unit gains a level
Conditions- None
Actions:
If then Else (Multiple)
If: Leveling Hero Equal to MoonMage (the variable)
Than:
Hero- Drop Item from hero from Slot 1
Set MoonMageevol = Last dropped item
Item Hide MoonMageevol
Make so for other 5 item slots
Unit Remove MoonMage from the game
Unit Create 1 MoonMageEvol2 ( the evolved unit, try to tweak things... see Aeon of Six Gods better :) )
Set Last Created Unit = MoonMage
Item Unhide MoonMageevol
Hero Give MoonMageevol to MoonMage (or last created unit but might screw if other unit was created before trigger gets to that function)
Do so for other 5 items....
And so and so till final evolution....
Im not sure if this way works because my computer is out of comission for now and im in an internet club...and can not open the World Editor to try it :laugh:
When its fixed i'll see and try an easier solution hope this helps you or at least gives you the right idea :clap:
PS: I hate when my hands are tied up, no matter the occasion :gives:
thx alot for your help :)
now i got another problem, i wanna upload my game to the net but i dont want other players to be able to edit it, i've seen maps that you cant edit their triggers or when you try to enter the map with the world editor it just crushes.
how can i do this?
So if im right you need map protection ...welll there are many map protecting tools...... for an example use WE Unlimited 1.20 (http://http://wc3campaigns.net/tools/weu/index.html) The Warcraft III World Editor Unlimited for version 1.20 Its really usefull atleast to me... May people think its a very good tool! Maybe cuz it is :laugh: :laugh:
IT has a map protection Option and the good is that in the Home Page Here it is again (http://wc3campaigns.net/tools/weu/index.html)
Its described and has got lots of info ..... hope it helps you the same way it did me
A game cache is a triger action that saves a unit,destructabele,terain in the world editor as number data.
I will post screen shots and explain them from them.
Screen Shot 1:this trigger creates a game cache to be loaded from a previous map.
Screen Shot 2:this trigger loads a hero and grants his abilities.
Variables used:Hero:Set as the hero you need
Game Cache:Set as last created game cache.
Bases on the Blizzard map Demo Campaign Exodus of the Horde.
Thanks to: the_pwner, gjr and ShadoWbg for posts.
Hello there, this thread contains tutorials for people who have already met the Basics of the Warcraft World Editor Basics (http://eurobattle.net/showthread.php?t=45205). There is a Thread for more Advanced Users (http://eurobattle.net/showthread.php?t=23877&page=2)
If you have any questions and/or difficulties post in the Questions Thread (http://eurobattle.net/showthread.php?t=38435) and someone will answer you as quick as possible.
Trigger Editor
As some might know I was working the mafarazzo bidirectional TD map in the past month (with Mafarazzo's permission). During that time I encountered some problems that had no solution on any of the forums (including the other wc3 related forums as well). Finally I have managed to solve these problems, and I've decided to share some of my findings with the community.
In this post I am going to write about the usage of custom values each unit has.
There are some things that you cannot setup in your triggers. For example unit damage, etc. However you can use the unit's custom values to achieve some effects.
For example, in TD people usually just create spawn areas and destination areas. Then they add move order to units, and they walk to the destination areas. However if you have units walking on the same road but in different direction you might have some problems.
One solution is to add severall computer players and to assign the units to different computer players. That way it is easy to follow what are the units supposed to do, but it decreases the number of possible human players on the map.
My solution was to give a different custom value to each unit group, and then check the units custom value when they enter a%
I want to create a hero that when he levels up to lets say lvl 10 his module changes to something else.
i know how to do this, but my problem is that with variables you can't use the action "Replace unit".
So i have to actually take the unit name itself and then i can replace, but if i do that i don't have the new hero name in my variable.
if you know any solution please help me.
my english is'nt that great, so if you dont understand please tell me and i will edit it.
Edit by ShadoWbg
I tried to fix some of the mistakes in your english. Nothing else changed :tiphat:
And now to the real deal in your problem....
As far as i understanded i think that you want to create an "Aeon of Six Gods" type thing ....
Here's the link if you haven't played it! (http://maps.worldofwar.net/maps.php?id=7809)
Well i think that you've better try and create separate heroes for each "evolution" (if i can say so...) phase.....and than....just use some variables...
Example....
When the trigger for selecting a hero is done...add a variable to him example:
Trigger is MoonMageSelect
Event...ondition..Action (i think you know what to do till here so thats why i dont explane it...) After the Create 1 MoonMage for owner of entering unit (if with regions)
Set (unit variable) MoonMage=Last Created Unit
and than have another trigger
Event:
Generic uit event: A unit gains a level
Conditions- None
Actions:
If then Else (Multiple)
If: Leveling Hero Equal to MoonMage (the variable)
Than:
Hero- Drop Item from hero from Slot 1
Set MoonMageevol = Last dropped item
Item Hide MoonMageevol
Make so for other 5 item slots
Unit Remove MoonMage from the game
Unit Create 1 MoonMageEvol2 ( the evolved unit, try to tweak things... see Aeon of Six Gods better :) )
Set Last Created Unit = MoonMage
Item Unhide MoonMageevol
Hero Give MoonMageevol to MoonMage (or last created unit but might screw if other unit was created before trigger gets to that function)
Do so for other 5 items....
And so and so till final evolution....
Im not sure if this way works because my computer is out of comission for now and im in an internet club...and can not open the World Editor to try it :laugh:
When its fixed i'll see and try an easier solution hope this helps you or at least gives you the right idea :clap:
PS: I hate when my hands are tied up, no matter the occasion :gives:
thx alot for your help :)
now i got another problem, i wanna upload my game to the net but i dont want other players to be able to edit it, i've seen maps that you cant edit their triggers or when you try to enter the map with the world editor it just crushes.
how can i do this?
So if im right you need map protection ...welll there are many map protecting tools...... for an example use WE Unlimited 1.20 (http://http://wc3campaigns.net/tools/weu/index.html) The Warcraft III World Editor Unlimited for version 1.20 Its really usefull atleast to me... May people think its a very good tool! Maybe cuz it is :laugh: :laugh:
IT has a map protection Option and the good is that in the Home Page Here it is again (http://wc3campaigns.net/tools/weu/index.html)
Its described and has got lots of info ..... hope it helps you the same way it did me
A game cache is a triger action that saves a unit,destructabele,terain in the world editor as number data.
I will post screen shots and explain them from them.
Screen Shot 1:this trigger creates a game cache to be loaded from a previous map.
Screen Shot 2:this trigger loads a hero and grants his abilities.
Variables used:Hero:Set as the hero you need
Game Cache:Set as last created game cache.
Bases on the Blizzard map Demo Campaign Exodus of the Horde.
Thanks to: the_pwner, gjr and ShadoWbg for posts.