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ChrydGod's WE & UMSWE Enhancer SLK II

05-30-2003, 12:34 AM#16
ChrydGod
Can you make sure there are no other local files than those from the archive I mean

There shouldn't be a Splat, Sound, Doodad, etc or any other files as UMSWE automatically turns ALLOW LOCAL FILES for we.

If you run UMSWE, your Warcraft III should be empty of any extra file as UMSWE stores all his files in an executable compressed with Petite (dedicated exe compresser).

When you put a custom file, UMSWE doesn't load his, but the one found in war3 subfolders.

It could be a good explainations.

I don't understand why it wouldn't work if not. It is just a more advanced version of the UnitAbilityData.slk given with all WE enhancers such as UMLSWE, W3M utilities (blink+GoldenUrg) WE enhancer, etc...


as i make all my maps with UMSWE and that they all open with it with no glitch, it is uneasy for me to find what the problem you have could be due to.
Does s IMSWE make Wc3 crash to desktop?

Please investigate in your wc3 folders.

Regards
05-31-2003, 02:52 AM#17
Panto
This thread seems important enough to sticky, in my opinion.

EDIT: Aight, time to make this post worthwhile. ChrydGod, I figured out what was wrong with the problem I was previously having (with the ruts and all). I had based a human peasant unit off of the night elf wisp. The wisp must have a really slow "walk animation rate" and therefore when the model is changed, it just drags its feet.

Furthermore, it looks like they have it set up so whenever a piece of the model intersects the terrain, it leaves a smudge. The way this resolves in the game is that walkers leave footprints and siege engines leave tracks. So, since I had changed the model of the wisp to a foot-dragger, those foot-intersections left ruts in the ground. Am I explaining myself clearly?

So, what I'm looking for is what field might specify the speed of the unit's animation(s), so I can alter that and thus make the unit walk normally.
The funny thing is that, without the add-on file, there are no ruts and the unit moves normally. Perhaps the WE assumes some values for the animation speed field based on the model, which it doesn't assume if your file opens up that speed field for editing?
I'm afraid I'm not versed enough in the intricacies of programming or the WE to make any other educated guesses.

Lastly, I don't think it was clearly mentioned in the .txt file that you included with your update, but you don't have to add the Ui/UnitEditorData.txt file to your *map*, do you? I assume from its title that the file is only useful for WE.

EDIT 2:
Incidentally, I also explored changing the race field for builder units, and it *does* change their build style (i.e. human do multi-build, undead do summon, etc.). So, cool, this is the best thing that your WE expansion has done yet, even better than splat manipulation.

EDIT 3:
Further experimentation with the "Walk Animation Speed", "Run Animation Speed", and "Movement Speed Base" has led me to some confusion.

Prior to installing your expansion, I edited, as I said earlier, a wisp into a peasant. At that time, I changed its "Movement Speed Base" to 190.00.

After installing your editor, I changed its "Walk Animation Speed" and "Run Animation Speed" both to 150.00, as per the original peasant unit.

However, later (today) I discovered that the "Movement Speed Base" was mysteriously changed to 0.00 (not something I'd do, even on accident).
So, hoping I'd found the problem to the rutted peasants, I changed this value to 190.00 again. And indeed, the unit created had a movement animation and didn't leave ruts, but he moved and animated something like twice the normal speed. What gives?

BTW, I was further impressed to discover that your "Unit Type" field was an expanded checklist including things like "Ancient" as values, which weren't included in the original WE. This is certainly a better solution than Scio's string-based "Unit Type" field. I wonder, what does the "Walkable" value mean?

Quote:
ChrydGod wrote:
i might add an improved version of the Mortar Team (i would then need to change the cannon tower that has the same model) in a Cube Defense NE Panto Edition
You bet your mother I'd play that! The only reason the unit is better than a tower is because the original Cube D has the dragon tower with bloodlust, which makes the mortar teams the bomb (no pun intended).
05-31-2003, 05:06 AM#18
ChrydGod
Raleign and others :
I don't understand why it won't work on your computer.

I just haven't got enouth information to judge.
Maybe if you would post an example small map that does not open with my enhancer i could find a workaround. Thanks


Panto :
Don't be surprised about the movement speed issues, i forgot a type mismatch that was screwing it.

That made my Cube Defense NE 5.6 buggy

After releasing the fixed version of my Enhancer (see updated link), i am currently working on The Cube Defense NE v5.7 that will include the fixes and a new tower-type, the Bouncing Tower, that can be upgraded twice. I also fixed some custom splats for esthaetical reasons.

About type/race change :
Yes they all work, even race / is a building, that allowed me to make a flying altar in a test map i made for somebody who could do it in another thread

About walkable, it just refers to something you can stan or walk on (bridges, or others)
BTW setting the field "Placement Prevented By" to 'unwalkable' is a better way to let buildings build on unbuildable tiles than just remove 'unbuildable', the size preview when choosing the building for build won't be visible. It will with unwalkable.

Oh and about bloodlust, the ultimate upgrade of the energy tower has it, and inner fire too, they both help when casted on a flying hero ^^

Maybe i should add a mortar team HERO, that would sound nice, especially knowing you are not the first one who pointed that.

I will then think about the best way to make it done, furthermore changing the advanced cannon tower who had its model. I'll keep you updated.


Regards

PS :
Cube Defense NE v5.7 is actually ready, but i need to do some beta testing before i update the link, it will be there ASAP
05-31-2003, 06:47 AM#19
Panto
*Another* update? Geez, and I was just getting all my units fixed on the last update. :hammer:

Quote:
Cube Defense NE v5.7 is actually ready, but i need to do some beta testing before i update the link, it will be there ASAP
I don't want to derail the thread from the UnitMetaData.slk, but I'd be happy to do balancing/bug fix testing for you if you're willing.

I've been having a problem with one of your extended fields. I'm not sure which one yet. :Heh: I was turning the Altar of Kings from a structure into a unit, largely drawn from the Human Emissary unit, but apparently one of the things I changed now causes Warcraft to crash in-game. Firstly it crashed when I selected the Altar to build, and then I tried to turn a different building (a circle of power) into the Emissary and it crashes when the peasant actually starts to build it. Either way is unsettling. I haven't figured out what field causes it yet, though. If I find out, I'll let you know.

Also, I added a shadow to a unit which doesn't have one originally. Instead of a peasant-sized shadow, though (which I expected since I copied all the shadow-related fields directly from a peasant), I got a rather gigantic (like 7 large map squares on the WE grid) shadow which was substantially displaced from the base of the unit. There must be something screwy with those values; that's my guess.

*sigh* Inadvertently testing the limits of your add-on again, ChrydGod. Good luck. Lothar knows this is a hell of a good way to improve maps.
05-31-2003, 11:41 AM#20
ChrydGod
OK i'll check the mistypes again.

The problem is that all i can really do is test different types for some unknowned fileds.

As for the changing a building to a unit , i didn't try, but i'd guess that something must be wrong with or the splat or any other value.

The other way worked for me as i managed to convert Searinox into an flyng (sorry, floating) Altar Of Kings.

Investigation continues...

Regards
06-01-2003, 11:53 PM#21
Panto
Hey, I wasn't sure if this is what I think it is, and if it is what I think it is, I think that your UnitMetaData.slk can help me fix it, but I'm not sure where to look.

I want to change the "Unholy Aura" model that's attached to a unit when the spell Dark Conversion is cast. For whatever reason I seem to remember someone saying that this particular use of the model is as a splat, so I thought maybe I could figure out how to change that. But I haven't. Got any thoughts?
06-02-2003, 12:54 AM#22
Panto
So, what's the field "Use Click Helper" mean?
06-02-2003, 04:25 AM#23
ChrydGod
I don't think it is a splat, its just the target model of the spell, changing this requires editing the spell ability or func files.

The model used is :
Abilities\Spells\Demon\DarkConversion\ZombifyTarget.mdx

And "Use Click Helper" is just a WorldEdit field that tells it to display the Sqare Box ("unknownedmodel") where the unit is placed, that could help clicking on it if the unit was too small or was invisible.


Regards

PS :
Thats my last post before this WE as i am away to England for the week.

When back, i will have to fix a strange implemented files problem.
It seems my map got corrupted or something else.

I'll investigate when back.


Regards
06-02-2003, 10:21 AM#24
Phil_123
Quote:
Gateway Timeout

The following error occurred:

Server unreachable

_____________________________________________

Please contact the administrator.
Great.

Come back from England soon so you can fix the link! And judging from the people's posts, if this is really a good add-on, this deserves a news post advertisement!

I am going to make a nice little program that combines this add-on into UMSWE when the link is fixed
06-02-2003, 02:32 PM#25
Panto
Quote:
I am going to make a nice little program that combines this add-on into UMSWE when the link is fixed
Why bother? ChrydGod's Enhancer SLK opens up the things for WE that UMSWE opens up, and a bunch more, and it's much less likely to crash all over the place. It only lacks the additional script functions, which don't work in WE anyway and generally aren't necessary.
Furthermore, a person who uses UMSWE only has to download the file here and put the contents in the right two directories. How hard is that?
Quote:
The model used is :
Abilities\Spells\Demon\DarkConversion\ZombifyTarget.mdx
Actually, that isn't the model used for the unholy splat. That's the glowing cone that appears around the creature. I've already changed that, and all the other arts that apply to that spell.
Quote:
And "Use Click Helper" is just a WorldEdit field that tells it to display the Sqare Box ("unknownedmodel") where the unit is placed, that could help clicking on it if the unit was too small or was invisible.
So, effectively, this adds more clickable space to models that don't have a whole lot of substance. If that's right, that's darn handy.
06-02-2003, 03:02 PM#26
ChrydGod
I am still in France then, and available
.

What i would really have liked to know is how Scio did things in his UMSWE. The problem is as he compressed it with petite, all the ideas in it are shrouded into mystery for me.

There are things i didn't manage to do, like add the color change without changing the player when you click on the uènit.

The other thing is i don't know how to make custom triggers.

Its a pity as i perfectly know Jass now.

I have found very interesting native functions that have been ignored in GUI. Some have even been ignored by Scio's team.

Also i don't think all this is futile when FT comes near, it will be easy to apply the same kind of enhancements.

Remember that as Brett Wood from Blizzard said, the FT Editor will have much less, but still many limitations compared to Vanilla's.

This means we will still have to improve it.


I really think its a pity they didn't include a beta FT Editor in the beta. That would have greatly helped us.

Anyway, i'll fix the link very soon.

As far as the cube is concerned, i am having a little issue :
My imported files only work if my map is the first one i play (i removed the local files from my wc3 folder for the test).

If i play another map before it doesn't work, even if i preload all files at map init.

In the meantime i'll use Elil's imported files trick, but it only works for the custom icons :'(
I will still post Cube Defense NE v5.7 as it should be working, apart from that issue above.

Still working on it.

I'll keep you updated

Regards
06-02-2003, 03:33 PM#27
Panto
Before umsmaps.com closed down, and more recently on his thread for UMSWE, Scio mentioned that he wasn't planning on doing any more work on UMSWE before TFT came out.

Which, from the sounds of it, may indicate that you'll see some activity from him in a month or so. At any rate, PMing him about this couldn't hurt.
Quote:
I am still in France then, and available
Another invasion failed, eh? Too bad, that.
06-02-2003, 09:35 PM#28
Panto
How incompatible is the UnitMetaData.slk with other inserted files? I'd like to add a <race>UnitFunc.txt to a map (as described in this thread) in order to make a unit require a research instead of just another unit.
You mentioned previously that it would have problems if other files were inserted.
06-02-2003, 10:59 PM#29
ChrydGod
As i said, i made a custom tower (with the model you wanted for a TD in the other thread ^^) with a custom spell.

All i did is edit UndeadAbilityFunc&Strings.txt and added them to the map.

ONE word :

It works a treat, help yourself and do it
I mean the other files in question would be things like modded UnitUI, UnitData, or whatever alike. I still actually don't understand how they came up with these problems, as i did not manage to recreate them since recently.

About Scio - yes that might be a useful idea PM-ing him.
About the invasion - oh well still trying ^^

Regards

PS :
Could you tell me if you experience the same problem with imported files & my slk?
What you could do is :
Modify one of your maps with my enhancer, import the file in the map (REQUIRED to validate certain changes), unintall my enhancer and all other files similar to those you implemented in the map from warcraft iii subfolders,
Then run Warcraft 3, play another map for a few secs, exit the map and try yours. If you don't see your changes working, it means you have the same issue as i do.
It could be bad news.
06-03-2003, 12:34 AM#30
Panto
Indeed, I prepared the experiment as you instructed, and my changes did not work. They did, however, work correctly when it was the first map played, with files in the WarCraftIII\ folders or not.

So, if it's bad, how bad is it?
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