| 10-22-2003, 11:37 AM | #166 |
Okay, I didn't actually look at the map by now, but I can say what caused the error by just looking at your map description. It's the quotes in "Lives" in combination with the protect map option. Give me one moment to see if I can fix it. If not, you'd probably have to use these quotes: ' |
| 10-22-2003, 11:46 AM | #167 |
Ahh... Now I understand, well its no big deal for me to use the ' instead. I can't believe I missed that in my troubleshooting... thanx for the info. :D LOVE the editor. |
| 10-22-2003, 02:00 PM | #168 |
Yeah, I'll fix that for the next version BTW good to see people troubleshooting before posting unnecessary comments such as 'I can't create maps' |
| 10-24-2003, 02:22 PM | #169 |
I dunno if this has been mentioned, but, the function "Create missile effect" returns an "Unexpected function name" error when using. Can you fix that? I really need it. Also, if it's possible, can you please implent Speed and Arc values for it? |
| 10-24-2003, 03:03 PM | #170 |
I already fixed that for the next version. But i can't add parameters for arc and speed, sorry |
| 10-24-2003, 03:47 PM | #171 |
Is it possible for me to fix it somehow? Like editing triggerdata.txt(Dunno if that is where all GUI actions are stored, but anyways)? I really need to use it asap :) |
| 10-24-2003, 07:21 PM | #172 |
Yes, the error was somewhere in triggerdata.txt or blizzard.j, I can't remember where it was exactly. I fixed it some weeks ago... But I might let you all have a little update that only fixes some minor problems. |
| 10-24-2003, 07:40 PM | #173 |
If you got the time, can you please tell me how to fix it? I know some JASS and stuff, so I'd probably understand if you told me what to do.. heh. Anyways, great work on the editor. Hope you got enough time :) |
| 10-25-2003, 12:46 AM | #174 |
PitzerMike, did you know I sent you a PM? (the reason I ask is because WC3Campaingns is not sending the "Notification" E-mails, or at least not to me... and because you have logged on multiple times since I sent it.) Just to let you know, I found (what seems) to be a minor bug in one of the advanced triggers (its really weird because 1 in 3 times I try to save the map it will give me a compile error on that trigger, but if I save again without making ANY changes, it might save just fine the next time.. more info in the PM) and I had another question I asked in the PM. :bgrun: Additionally, I have another question. If I use the trigger: Advanced - Create advanced timer with Title (Blah) colored ffffff lasting (30) that is a One-shot timer and Execute Action (Trigger - Run Duh <gen> (ignoring conditions)) when it expires. Show timer window False And then in another trigger I destroy the timer, Will it NOT run the action(in this case the trigger called Duh)? (me hope so...) And on a related issue, would doing such an action multiple times during a game cause a memory leak? The reason I ask if it would cause a memory leak is because I don't know whether the "run trigger when expires" is a polled action, or a 1 time event. If its a polled action and the timer is destroyed then it would keep polling for the rest of the game.. Oh, and one more thing, just a suggestion really (to reduce map sizes...) although you probably already know this, I am posting it just in case. The trigger "add hero glow" adds the glow, but to use your tiggers takes importing all the diff glow colors (or so it seems, because I have seen people complain their map size is too big when they use the hero glows, I haven't used yours because I do the hero glow a different way... one that only requires 1 or 2 files imported..) Perhaps you could impliment the following (I found this info in the map making forum a while back, posted by vexorian, I find it VERY useful): Make 2 custom ITEM abilities get imported into the map when the WEU user wants hero glows, one called "HeroGlow" and one called "HeroGlowPlus". Also import the 2 files (glow.mdx and glowplus.mdx) but NOT the color specific glows. When making those abilities base them off of the ITEM ability "Shadow Orb" but change the "Attacks Enabled" field to 0, as well as any other field that modifies the unit. (Missle art is another field that need changed.) Change the "Art - Target" to the imported glow file and change the "Art - Target Attachment Points 1" to "origin" (it should currently be set to "weapon") Now for your trigger (make 2 diff ones, one for the big glow, one for the small glow): The "Hero - Add Glow" should do the following (without the WEU user seeing exactly what its doing of course.) 1. Should Give the Unit the ability "HeroGlow" or "HeroGlowPlus" to the unit (it will not show up on the unit because its based on an orb ability) 2. Should then wait ".1" seconds (this is to ensure the glow is present before the next action) 3. Should then run the action "Change unit color to color of (player(owner of unit)" which doesn't actually change the units color, it just resets the units color, and IF the glow is already present it will automatically change the glow to the color of the player. With the above action the glow DOES survive the heroes death/revival so the user would NOT have to reattach the glow every time the hero is resurrected. As a matter of fact the "Glow Ability" can be added to the unit in the object editor and as long as the third trigger is run on the unit the first time it enters the map the color will be correct. For more info on this check out this thread in the map making forum (as you can tell by the date of the first post its an older thread.) |
| 10-25-2003, 10:31 AM | #175 |
1. Didn't get notification, I'll look at it now 2. No memory leak: Basically it uses e built in function that will only fire when the timer expires (without any waits just like an event), so it won't cause memory leaks, and of course you can destroy the timer if you don't want the action to be executed any more. 3. I know that thread about hero glow. I just didn't use it because the attach sfx version also survives morphing spells and everything else except mirror image. But I think the orb ability (and consequently the hero glow) get lost when morphing a unit. Can you confirm this? If not, I might change that coz right now hero glow would require about 200 k, without optimization. But everyone is free to delete those models with the color they are not using from the map again. Do you know if it also works if I just add the glow ability via the trigger action or do I have to add it in the object editor? @ cideh: I reinstalled the old version of WEU to check it out again but I didn't get compile errors. |
| 10-25-2003, 11:05 AM | #176 |
The glows do get lost when morphing a unit, unless you give the morphed unit the ability too but then you would still have to do the "set color=owner of unit" action after it morphed... Yes you can add the ability via a trigger and it will still work fine. It can be added in either a trigger or the object manager, but the units color must be reinitialized (with the "set color" trigger) after the units first recieves the glow either way. Perhaps you can offer an choise when adding hero glows to map, warn the WEU user that if they use the "Ability" version it will not work properly on a unit that has a morph related ability but it would reduce map size. Oh well, maybe some other time when the bugs are all worked out of that method of adding glow... Glad to hear that it doesn't cuase leaks.. I think you just made like 4 of my triggers in my map completely useless, as now that I know that I can use that event to optimize my triggers. :ggani: |
| 10-25-2003, 11:12 PM | #177 |
Can u post up the latest patch or something because i have a problem...When i load up my map or anyother its fine i access the trigger editor sound editor fine but when i go to click on the object editor it freezes and i get the problem of its not reponding. Pls post patch or adivce. |
| 10-26-2003, 12:57 AM | #178 |
PitzerMike, sent you another PM. More info on the bug I specified before (your solution didn't work) as well as another MINOR (VERY minor) but I found in one trigger that doesn't work exactly as its supposed to (the same trigger, a different part of it).... perhaps the part that is not working is that part that is randomly cuasing the other bug? Also note, the trigger that caused the other bug (the random one) I have 2 of them in my map, sometime BOTH will cause the bug, and sometimes only 1 will, and sometimes they neither do... |
| 10-26-2003, 07:03 AM | #179 |
HEZZA: please search the thread for the word "freeze" and you'll find a solution AllPainful: Just one moment... |
| 10-26-2003, 04:39 PM | #180 |
i searched for freeze it was all about triggers, but its my onject editor |
