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UMSWE Information + Wishlist

08-11-2003, 08:16 PM#181
Starcraftfreak
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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.
That's not possible.

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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!
A unit as projectile?

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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 ...
I will look into that.

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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?
Look at Dracos answer.

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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
Not possible for the same reason as for the first suggestion. We can't hack the editor EXE file.

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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.
I think you should slap yourself. :ggani: What about "Remove Random Unit from Unit Group". Pick the "Remove Unit" trigger and set Random unit from unit group as unit to remove. If you want to remove a certain unit, you have to make a loop with an If/Then/Else like:
For each (Integer A) from 1 to 10, do (Actions)
set my_unit (a unit var) = random unit of group
if My_unit = unit to remove then
remove my_unit
else
do nothing

Please take into account, that this is only an example how the trigger can look, it is NOT complete.

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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?
That's not possible too. I also experienced the fatal effect of this, but to correct you, it doesn't reset the whole trigger, only the events/conditions/actions, where this var is used.
08-11-2003, 09:08 PM#182
BoZo
Is there anyway for you to make so you can have multiple WEs open at the same time?
08-12-2003, 05:03 AM#183
CrimsonKissaki
Quote:
Originally posted by Starcraftfreak
That's not possible.

darn. /me shrugs.

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A unit as projectile?

yeah. set a sheep as the model file for the projectile from a catapult. funny shit. in this case i was making a custom ability that threw a custom object

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I will look into that.

cool. thanks.

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Look at Dracos answer.

the obvious answer, and one i knew. just using that as an example. what about a region covering 1/2 the level? etc.

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Not possible for the same reason as for the first suggestion. We can't hack the editor EXE file.

/me shrugs np.

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I think you should slap yourself. :ggani: What about "Remove Random Unit from Unit Group". Pick the "Remove Unit" trigger and set Random unit from unit group as unit to remove. If you want to remove a certain unit, you have to make a loop with an If/Then/Else like:
For each (Integer A) from 1 to 10, do (Actions)
set my_unit (a unit var) = random unit of group
if My_unit = unit to remove then
remove my_unit
else
do nothing

been there, done this, didnt work. i had a unit group of 5 units, wanted to select a random unit from the group, remove the unit from the group and from the game, create another unit and add that one to the group. this was linked to a loop trigger that executed whenever the # of units was < 5. i spent 1+ hour messing with code similar to yours but it never worked. i figured out that you could only do one action to the unit selected with the "select random unit from unit group", either remove from group or game. i finally did my idea and it was fine. /me shrugs

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That's not possible too. I also experienced the fatal effect of this, but to correct you, it doesn't reset the whole trigger, only the events/conditions/actions, where this var is used.
yeah i know that. i wrote this post whilst hallucinating from sleep deprivation. i knew what i meant but didnt write it.
08-12-2003, 05:18 AM#184
Crash+Burn
Idea:
The "music list" triggers seem to be a bit empty, like they have their own variables but blizzard forgot to enable them or something. I would find it much useful to create music playlists in my map, thanks! :)
08-12-2003, 07:11 AM#185
OrcishSpacesuit
Quote:
Originally posted by BoZo
Unfortunenlty it doesnt work, well, sometimes it works and sometimes it doesnt... It mostly doesnt.

((Triggering unit) has an item of type (Random level -1 Permanent item-type)) Equal to True

Doesnt work.
Not sure where you're doing this, but if you're say, seeing what heroes have a random item, here's why it won't work:'

Every time the program encounters the Random Item Type call, it gets a new type. So if you're doing
Code:
Pick every unit matching (Matching unit is a Hero) and do actions:
|_ If (picked unit) has (Item of Random item type ) then do actions
    |_Set Life of (picked unit) to Max Life of (Picked Unit)
it won't pick a random item and do something to each hero that has that item. Instead, it'll go something like this...
Pick first hero, and if he has (a Legion Doom-Horn), then give him max life.
Pick first hero, and if he has (a Gem of True Seeing), then give him max life.
Pick first hero, and if he has (a Phat Lewt), then give him max life.

To solve this problem, what you do is get your random item one time, and store that item-type in a variable. Then you reference the variable, which won't change each time it's referenced.

This applies to any random picking where you refer to the random thing picked more than once... random items, random numbers, etc. Even if you aren't doing a loop. Mebbe you want to just pick a random unit, and remove him from one unit group and put him in another. Since you'll be referencing him twice, you'll have to use a variable. Sometimes WE will help with that... variables like "Last Replaced Unit" are set automatically, and you can refer to that until you do another Replace or whatever action.
08-12-2003, 07:25 PM#186
Starcraftfreak
Quote:
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 ...
What do you want? A trigger to give all items (of type) from one unit to another? Or something else?
I looked into it and found some interesting functions, but I don't really know what you want. So please be specific.
08-12-2003, 07:26 PM#187
Pesmerga
Maybe you could add all the functions and not have to worry about it?
08-12-2003, 07:27 PM#188
Magias
I'm too lazy to look through the whole thread but if im too blind to see it in the world editor how about a "Spell is Cast" event and Spell-Type condition?
08-12-2003, 08:20 PM#189
Starcraftfreak
Quote:
Originally posted by Pesmerga
Maybe you could add all the functions and not have to worry about it?

Maybe, but thats much work and will delay UMSWE more.
08-12-2003, 08:44 PM#190
CrimsonKissaki
specifically? how about the ability to make a trigger that says

items - drop all items carried by xxxx
items - drop all items carried by xxxx of type
items - give all items carried by xxxx to xxxx
items - give all items carried by xxxx of type to xxxx

etc etc.

xxxx being a variable of a unit/hero/unit group etc. this would be much nicer than doing the whole

for interger a 1-6
drop item of unit from slot "interger A"

its not really necessary, but might be nicer.
08-13-2003, 12:39 PM#191
leppy
arr! plz fix the "unit within range" trigger to work with variables correctly! :D
08-13-2003, 08:42 PM#192
Starcraftfreak
Quote:
Originally posted by CrimsonKissaki
specifically? how about the ability to make a trigger that says

items - drop all items carried by xxxx
items - drop all items carried by xxxx of type
items - give all items carried by xxxx to xxxx
items - give all items carried by xxxx of type to xxxx

etc etc.

xxxx being a variable of a unit/hero/unit group etc. this would be much nicer than doing the whole

for interger a 1-6
drop item of unit from slot "interger A"

its not really necessary, but might be nicer.

I think it will be available in the professional edition. When I was looking into it, I programmed some functions, that do what you want (at least the second thing). But now that I know what you want, I can create functions for this and add them to the professional edition.
08-13-2003, 09:51 PM#193
Raleign
Spell Editting breakthrough by Bluedrgn! I REALLY Think you Should implement this!
08-13-2003, 11:59 PM#194
COOLer
lol looks like blizzard was just too lazy to add that when tft came not that they ran out of time. i gess they dint check feld values in time or something so decided to wait. It would not be first time blizzard did this (Z height is example of this they are just too lazy to add it to jass).
08-14-2003, 07:40 AM#195
Krakou
Could it be possible to create new item classes and being able to check them ?