| 08-07-2003, 01:35 PM | #166 | |
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See my last post in this thread |
| 08-07-2003, 07:09 PM | #167 |
hmm got a relese date yet? im counting on all those trigger enhancemenys to actually finish a map. |
| 08-07-2003, 07:22 PM | #168 |
Please stop asking about release dates! We have no date fixed yet. The only estimation we can give you is SOON. |
| 08-07-2003, 09:59 PM | #169 |
Ok, this might be impossible, but is there any way to have the cliff tool make vertical walls? Like when you make a cliff 2 in height, the next raise of one or two creates a square between the new level and the top of the lower level. Ok Just make it go straight up. Regular: XX XX XXX XXX What I want: XX XX XX XX If that could be done, interiors in maps would be way better, especially for castles. One other thing: Is there any way to get rid of the grid based terrain? When you use the raise tool, it goes to the closest corner of a grid square, is there any way to have it go right where you clicked so it would look better? I know that was a dumb question, but just askn. |
| 08-07-2003, 11:01 PM | #170 | |
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Yeah, those are really good ideas....make them real!! |
| 08-08-2003, 01:32 AM | #171 | |
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from what I've seen that would require editing the actual game engine or hardcode. So that probably wont be in. I will keep looking for a way to make it happen though. |
| 08-08-2003, 06:03 AM | #172 |
I would like the doodads all to have the same regular scale when placed in WE except be able to change them manually. I hated when I had to resize everything. Also, is the team currently working on it as of now? |
| 08-08-2003, 02:45 PM | #173 |
I would like the feature.. ADD BUFF - Unit :D Yes yes.. I see only remove buff.. wheres add buff? lol (Sorry if someone already suggest this I didnt look through the posts) |
| 08-08-2003, 06:59 PM | #174 | ||
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I don't think that's possible. And I think someone else has suggested this already.:ggani: |
| 08-10-2003, 07:39 PM | #175 |
To improve your waiting time, here is a preview of what you can do with one of the new triggers. This is an example of CreateDoodadZ, where you can create a doodad and set it's Z offset, so you can simply put it into the air. |
| 08-10-2003, 08:21 PM | #176 |
Ya i saw that when I was looking under common.J I just wish blizzard would put a find Z fuction even thoug they say its not sycn but how elese dose every one have the same land heights ect in maps lol |
| 08-10-2003, 08:27 PM | #177 |
I want to keep the way doodads are organized, not on one big list. I can find things faster when I know which tileset they belong to. Also, what kind of spell enhancments are you doing to do? |
| 08-11-2003, 12:33 AM | #178 |
I believe one version of the editor will still have all the doodads in their original places, and as for spell enhancements, what do you mean? I've removed almost all restrictions on the limits of the spell editor. |
| 08-11-2003, 05:23 AM | #179 |
1st, muchas gracias for this editor. love it and it has made crafting my level so much easier. (100+ hours in it so far and i think im about 60% finished. /me shrugs) i eagerly await the next installment of UMSWE. Suggestions: 1) when using the object manager and you select an item to search for in the trigger editor, what about highlighting all instances of the item you just searched for within the window? i hate having to look through 30+ triggers for one friggin word. 2) is it possible to assign custom units as projectiles? i tried to do this using a custom unit based on a doodad (so i could change the size of it) and was unsuccessful. if not possible oh well. if so, wahoo! 3) when doing triggers involving items posessed by heros (or now since the TFT update) certain units, you have to loop through item spots 1-6 and perform the action on each one. what about triggers for (all items held by "unit") with an optional "of type" modifier? this would facilitate giving items from one hero to the next ... 4) when resizing regions by dragging, and you have to make them larger than the viewable area, it takes way too long to do this. i had to make a region the size of the entire area, and that was a pain. is there a way to facilitate this? 5) a "select all" option in terrain editor mode for doodads and units - possibly linked to an option to assign abilities or items dropped on death 6) why cant a unit be removed from the game, and from an assigned unit-group? i.e. "select random unit from unit group, remove from unit group, remove unit from game". i worked around this by moving the unit to a region and then removing from group, removing from game, but thats a pain in the ***. if i missed something here please tell me and i'll slap myself on the forehead. 7) *¿unreasonable request here?* when changing a var from one type to another, it resets all triggers with that var, i.e. changing an int to real. pain in the ***, please make this go away? *** if i think of more i'll post. danke for this wonderful editor!!! *** |
| 08-11-2003, 05:30 AM | #180 |
If you needed a region for the whole map, just use "playable map area" or 'enitire map'. YOu could always zoom out and get a bigger distance. |
