PDA

View Full Version : World Editor- Intermediate


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.

alex_181993
10-13-2006, 23:33
Terrain&Main Editor
!!Notice!! This Post includes not only terrain Editor Tutorials, but those wich include the minimaps and loading screens. Also do not forget that the Terrain and Main Editor include the sub- layers:
Camera Object Creation, Terrain Editing, Unit Selection, Doodad Selection, Region Creation and Gameplay Constants etc...

I've seen that theres alot of map creators who have problem with creating their in-game minimap.
In this tutorial, I'll tell you that (credits to blu_da_noob on wc3campaigns, I learned this from a thread).

1. Tools - Needed for a beginning

Of course, you cannot make a picture if you havent got the right tools for it. Since we shall make one .TGA picture and convert to .BLP,
we need the tools for it.
First thing first though..
Get a program that can make TGA pictures, like adobe photoshop.
Next, get WC3 Image Extractor II here (http://www.wc3campaigns.net/attachment.php?attachmentid=5865&d=1147380227).
Great, let's begin then!

2. The picture - Doing the TGA

Okay, open photoshop (or whatever you use), and create a new picture. It should be 256x256 in pixels.
http://www.dimaspy.net/images/minimap.jpg

Some nice things do do on the picture, is if you give it an inner border, dark colors, and do the roads in brown or such.
Make the picture however you want it to be!

3. Converting - A how to guide

Okay, you have your picture in 256x256, and it's TGA.
Now, we must convert it to BLP.
Open the WC3 Image Extractor II (it might not have a DLL file, look on www.dll-files.com (http://www.dll-files.com))
Now, press on open in the top-left corner.
Choose Image (ctrl+o).
Now, choose your minimap TGA file.
Now you can see on your right in the program.
Press Save, it's next to the Open button.
Save as a blp file, like Minimap.BLP.
On this new screen comming up, just choose 100%, it's not taking too much space anyway.
You now have your BLP!

4. The picture and the editor - Importation

Begin by open your world editor.
Open your map, and push the 'Import Manager' button.
Now, import your BLP file and use the custom path; war3mapMap.blp
Just that, nothing else.

Save your map, and see the results!

http://www.dimaspy.net/images/result.jpg
hanks for reading my tutorial, hope you've learned something new, and I wish you luck on your maps!:);)

Author : Dimaspy
Original posted @ http://www.thehelper.net

Introduction to Cameras
Cameras are created using the camera palet. These are used to change the players' perspective, or point of view. Most often, cameras are used in cinematic scenes. Other simple camera functions are used for panning and rotating the camera. If you made a cinematic scene, and you needed the players to be looking at a specific area that you created , you would also create a camera object there. Or if you revived a hero, and you would like to pan the current camera to the heroes' new location, you would use a trigger to move the camera to a new location.

Camera Fields
Cameras are not that difficult to use, but they require a lot of testing to get everything just perfect. Remember, the view in World Editor does not always look exactly what it will look like in the game. The easiest way to create a camera is to manipulate your view inside the World Editor, until the view looks correct. Then click 'Create Camera'. World Editor will automatically create a camera in your current view. After creating a camera, you can edit it by double clicking it, or by selecting 'Rename Camera' on the tool pallette. Below is an overview of the camera fields.

Name: The camera name is irrelevant; it is merely a familiar name for you to use.
Target X: The X location of the camera's target, on the Cartesian plane.
Target Y: The Y location of the camera's target, on the Cartesian plane.
Rotation: Rotation of the camera around the target. 0° is facing east, and 180° is facing west.
Angle of Attack: The angle that the camera is pointing towards the target.
Distance: The distance between the camera and the camera target.
Roll: Roll is the angle that the camera is turned. This can turn it upside down, or on its side.
Field of View: The width that the camera can see. Changing this value 'zooms' the camera in and out.
Far Clipping: Total distance that the camera can see. Anything past is shown as sky, or a horizon line.

Camera - Apply Camera Object (Timed)
Moves the players' current view to target camera. All of those cameras' values are applied. If you want to switch the view to a camera that you created, you would apply that camera. If you set a time limit, the player can see the camera view changing in position and height.

Camera - Pan Camera (Timed)
This pans the current view to a target location. All of the camera values remain the same. You do not need a second camera to pan the current view. You can pan the camera instantly, or set a time and it will scroll.

Camera - Pan Camera with Interpolated Height (Timed)
This also pans the camera, but it ensures that the view does not go below or through the terrain. Again, you do not need a second camera to pan the current view.

Camera - Pan Camera as Necessary (Timed)
This will pan the camera if necessary. If a player scrolls to the correct location by them self, this trigger will not interrupt. If a player scrolls to far, or not close enough, this trigger will correct it.

Camera - Set Camera Field (Timed)
This will set any camera field for the current view. It does not involve a second camera. Most any camera property can be changed with this trigger.

Camera - Rotate Camera Around Point
This rotates the current view around a target point. Note that, when you rotate around a point, it will always rotate at a Z offset of zero. Therefore, it will always rotate pointing at the ground. When creating your camera, if you plan to rotate the view, keep this in mind.

Camera - Lock Camera to Target Unit
The current view, or camera, will always follow target unit. The entire camera will pan as the unit moves. The player cannot change the view or scroll somewhere else. It will stay locked until you reset it.

Camera - Lock Camera Orientation to Target Unit
This locks the current view to a unit also, but does not move with the unit. The camera target moves with the unit, watching it wherever it goes, but your perspective stays in place.

Camera - Play Cinematic Camera
This trigger is more advanced. It runs the players current view through a predetermined path, saved in a cinematic.mdl file.

Camera - Stop Camera
Stops the current camera from moving. Does not stop swaying or shaking.

Camera - Reset Game Camera
This will reset the current camera to standard in game view. This is the same view you see when the game begins. Often this is used after manipulating cameras and scenes, and you would like to return to the game.

Camera - Change Camera Smoothing Factor
Changes the smoothing factor of how a camera scrolls.

Camera - Rest Camera Smoothing Factor
Resets the smoothing factor to default values.

Camera - Sway Camera Source
Sways the camera back and forth around the target. The target does not move, but your perspective does. Magnitude determines how far the camera will sway. Velocity determines how fast it will sway.

Camera - Sway Camera Target
Sways the camera target back and forth, keeping the origin of the source. The target moves, but your perspective does not. Magnitude determines how far the camera will sway. Velocity determines how fast it will sway.

Camera - Shake Camera
Shakes the entire current camera in all directions. If you wanted to simulate an earthquake, this is the trigger you would use. Magnitude determines how much the camera is going to shake.

Camera - Stop Shaking/Swaying Camera
The camera is going to sway or shake until you tell it to stop, using this trigger.

Camera - Extend/Shrink Camera Bounds
The camera bounds limit the players' ability to scroll around the map. You can increase or decrease the camera bounds with this trigger.

Camera - Set Camera Bounds
The camera bounds limit the players' ability to scroll around the map. With this trigger, you can limit the camera view to a region or area. The player would only be able to pan inside this region

Camera - Set Spacebar Point
When a player presses the space bar, the camera will snap to the center of the defined region.

This will help a lot.

AJalex
08-20-2007, 14:06
First thing to make a spell book is to make the normal custom spells:

After that go into:

Abilities-Special-Items and look for Spell Book and create it as custom and after that go and customize you're spell book.

After you are done you can either make the spell book as a Default Active Ability and there is no need to learn it or anything just to use it or you can make it with levels and have stronger and periodical abilities to use in maps.

This option is very usefull in RPGs,well it's actualy usefull in every Heroes map.