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WE Unlimited - New Editor - Download, Questions, Suggestions

10-26-2003, 07:05 PM#181
PitzerMike
it's all about the player properties screen but the problem is the same as with the upgrade part of the object editor.

In my first post under known issues you'll find the info you're searching for.
10-26-2003, 10:28 PM#182
AllPainful
PitzerMike, I was wondering if you can add a new option to the object editor...

"Paste Over"

So like if you made a unit, and you don't want to creat a new custom unit, but you want the new unit to be almost exactly the same as the one you just made, you could hit copy, and then right click on the unit you want to replace and hit "paste over" to change all the units settings to the copied unit... This would come in handy for lots of things.

1. You want to organise all you edited units, but some were "Custom" and some aren't, you could copy all your custom units and paste them over existing units so all your edited units could be in 1 area of the editor.

2. Having more than 100 custom units can cuase problems in a map, so lets say you reach 99 custom units... maybe you could make the 100th unit, then copy it and "paste over" an existing unit, and then delete the 100th unit and you would then only have 99 custom units again.

3. A person using WEU doesn't want the object editor clogged up with units that aren't even going to be in the map.



Just an idea, if its not possible then just ignore me. :ggani:






PS. I sent another PM...
10-27-2003, 09:12 AM#183
PitzerMike
I'll ignore you as you suggested because it's not possible
10-29-2003, 05:15 AM#184
AllPainful
Ummm...

I know the problem happened becuase my computer is a piece of crap..... but anyway...

I was using WEU, I hit save and it saved fine. Then I hit test map, my computer immediatly crashed and rebooted...

Well windows (xp) did its usual "Windows was not shutdown properly" when it was starting, and it found some bytes in lost chains and converted them to files.

When it came back up my map that I had just spent 2+ hours on and had JUST saved, was no longer on my HDD. It was just GONE. (I didn't really panic because I did have a backup save, but it was 2+ hours old...)

Luckily I realized about the "lost chains" and went and found the file, and renamed it to my map, and it opened fine in the editor, and I resaved it (and the resaved file was 4 Kbytes shorter then the lost chain file, but I figure thats because there was 4 extra lost bytes that windows just threw into the same file.) But both files are EXACTLY the same when opened in WinMPQ and compaired.

But now the Resaved file won't open.. I think my map is toast..

Now I KNOW this was all cuased by my computer, because it has crashed like that before....

I notice that if you save a map in WE/WEU and then immediatly hit the "Test Map" it doesn't "resave" the map in the "test" folder. So I was wondering a few things:

1. Why doesn't WE/WEU resave? Does it temp "move" the current save when it goes to test? Is that why it dissappeared because it crashed while trying to move the file?

2. Is it possible to maybe you could modify WEU so that it does its "test map" differently so such a problem is less likely to reoccur. If such a feature would make the "test map" fuction slower, then perhaps you could defualt it to disabled and give the user the ability enable it if they want to feel more secure.





Lastly: About the above, I realize you say its impossible, but do you mean its impossible to do what I said, or impossible to impliment any sort of "replace" thing. I mean is there a way you could perhaps simulate that type of thing. I was REALLY hoping you could do something like that, maybe not that exactly, but you can tell what I was hoping for. A way to replace existing units with a custom already made one.
10-29-2003, 07:22 AM#185
PitzerMike
Well, I don't have any influence on the hardcoded part of the World Editor.
So it's impossible for me to enable the unit thingy you suggested because it's not in any slk, txt or another file I could edit.

And it's the same with the test map problem. Normally WE creates the map again in the test map folder ore somewhere and starts the copy, I don't know why it didn't do it in you case.
Anyway I don't have influence on that, sorry.
10-29-2003, 09:53 AM#186
AllPainful
I will remember that for future reference so I don't bother you with things like that. :gsmile:

PS> I realize its called "WE Unlimited" and I realize you removed alot/if not all of the limits from it, but does it still have the 100 custom unit limit? (I read the "FAQ" and you don't mention it..) Or is it one of those "Hard Coded" items?
10-29-2003, 11:28 AM#187
PitzerMike
Since FT there is no 100 custom unit limit anyway

Now it's somewhere at 65000 i think, should be enough
10-29-2003, 11:37 AM#188
AllPainful
Oh... didn't realize that...

I thought blizzard didn't change that with the TFT update... shows how out of the loop I was for a while... LOL...

Sorry for my stupid question...
10-29-2003, 05:03 PM#189
PitzerMike
my teachers keep saying there are no stupid questions, just stupid answers *banging head against the wall*
10-29-2003, 10:44 PM#190
Mandrilx
What will happen to this editor (which i use, and love) with the patch 1.13? will bliz's new we updated f everything??? im woried...
10-29-2003, 11:21 PM#191
PitzerMike
I'll update everything if blizzard changes the system or whatever.
I'm already working on the next version and I think I'll wait with the release til 1.13 and make everything compatible.
10-29-2003, 11:36 PM#192
Mandrilx
:D Thanks, thats a relieve.... So after all there was nothing to worry about (hopefully) heh
10-30-2003, 01:43 PM#193
Vexorian
Quote:
Originally posted by PitzerMike
I'll update everything if blizzard changes the system or whatever.
I'm already working on the next version and I think I'll wait with the release til 1.13 and make everything compatible.


Don't delay your editor to wait 1.13, If you finish the new version before the patch is released, release it. Cause there are few chances that the patch may screw WEU, the only things they said they are going to do is to release artistry tools.
10-30-2003, 06:46 PM#194
PitzerMike
Well, Vex you just destroyed my perfect excuse why the next version is taking so long.
I think I'm probably half way done with the new version so it will still take some time anyway.
11-04-2003, 06:42 AM#195
Sheer_FALACY
How do you use the spell enhancer? I keep trying, but it complains that it needs a function name (even for function names that work for the execute function trigger). Is there anything special that needs to be done?