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Tft We Faq (30/01/04)

08-16-2003, 04:22 PM#16
Dark Alucard
I made a file (256 X 256) and imorted it and named it "wa3mapPreview.tga" without being in any folders, but instead of the pic being there it wuz a blank white square..how can i fix this? and yes it originaly wuz a tga pic..
08-16-2003, 04:53 PM#17
Eternal-Agony
name it War3MapPreview.TGA Don't forget the ''R'' in WaR. Yeah dataangel made a typographical error. After it's imported, create a custom path and delete the War3Imported\ tag.
08-16-2003, 04:56 PM#18
Pesmerga
Quote:
Originally posted by DragonHunterVII
I made a file (256 X 256) and imorted it and named it "wa3mapPreview.tga" without being in any folders, but instead of the pic being there it wuz a blank white square..how can i fix this? and yes it originaly wuz a tga pic..


And dont make 2 posts with the same problem.
08-16-2003, 04:56 PM#19
Dark Alucard
its still just shows a white square instead of my pic
08-17-2003, 05:45 AM#20
WindForce
Are you certain its 256 x 256? It will show up as a white box if the dimensions are incorrect...
08-17-2003, 08:29 AM#21
deltaalphanova
Quote:
Originally posted by TheHumanProject
Alright, here we go. I want to enable a custom builder unit to build wall and gates on a melee map, these walls and gates being the ones located in the doodads section of the toolset. I am aware of how to create a unit with the ability to build custom structures and I am also aware that I could create a build "spell" of sorts that would fire a trigger to place a wall or gate doodad at the selected region. Now this is the tricky part. I want the walls and gates to have ownership by the player that builds them, therefore counting as a built structure to the constructing player (like a town hall, barracks, etc.) and to have enemy building status to players non-allied with the constructor. I would also like to have the gate and walls have a hit point and armor value and to be able to enter combat (by this I mean the same way a non-night elf structure enters combat), although I would like units to not have a target acquisition range for the gate or walls (the player must force attack these structures). Also, a visual based way of opening/closing the gates would be handy. If you can tell me how to do this, or think you can lead me in the right direction/give me help, please respond.


Woah woah woah, Hold up.

You can do this! Makea new unit and change the model file. Then change the scale and the hitpoints and put it into the techtree (edit the peasent, peon etc.)

(be warned, when a door dies it well stay open for a very short while then dissapear completly.)

good luck
08-17-2003, 09:17 AM#22
BlueScoobiedo
Okey ive got a question, when editing abilities like unholy aura
in the ability editor, the art for aura wont show up and when i
choose one it will show up, but the orgin art too, is there some
way to avoid this or is a bug in WE?



-Blue
08-17-2003, 10:45 PM#23
Pheonix-IV
Quote:
Originally posted by deltaalphanova
Woah woah woah, Hold up.

You can do this! Makea new unit and change the model file. Then change the scale and the hitpoints and put it into the techtree (edit the peasent, peon etc.)

(be warned, when a door dies it well stay open for a very short while then dissapear completly.)

good luck


This works for walls, but not gates, i tryed it and i got the amusing error of the units walking through the posts at the sides AND when the gate was closed, but unable to walk through the middle. Also because of the shape of walls you get some interesting pathing problems.


Quote:
Originally posted by BlueScoobiedo
Okey ive got a question, when editing abilities like unholy aura
in the ability editor, the art for aura wont show up and when i
choose one it will show up, but the orgin art too, is there some
way to avoid this or is a bug in WE?


I dont quite understand this, but here's a discription on Aura editing: Change the Art - Target to change the aura art!!! The units effected by the aura will ALWAYS have the blue circles, but the Art - Target is the art shown on the unit with the aura.
Many people dont realise this (it took me awhile when i was trying to make an aura with the Bezerk Effects for one of my heros)
08-18-2003, 05:33 PM#24
DRUP
Can I create special effect - missile, from - to with speed??

Ehm:
Actions
Special effect - Create special effect from pos1 to pos2 with speed missilespeed using Abilities\BlaBlaBla\BlaBlaMissile.mdl

Or only way is to change unit model???
08-19-2003, 01:42 AM#25
deltaalphanova
Quote:
Originally posted by pheonixiv
[b]This works for walls, but not gates, i tryed it and i got the amusing error of the units walking through the posts at the sides AND when the gate was closed, but unable to walk through the middle. Also because of the shape of walls you get some interesting pathing problems.

did you change the colosion size of the gates to zero? cause thats the only way they would be able to walk thru the door. other wise the units would think tere is something they can pass thru there, and go around.

EDIT: of corse then units would be able to walk right thu the door even when it is closed...

enmiy units on attack move would destroy the gate, but anyunit that is alllied with the door's owner well walk thru it, and if the enmie is smart they would move thru the door and attack eveything inside....
08-21-2003, 08:13 PM#26
Guest
if you make a unit that has closed gate and another with open and then you make an abillity that switchs them(like bear form) it should work. its just finding the gate open modle would take alot of work...
08-21-2003, 09:54 PM#27
Eternal-Agony
(Unrelated) Are doodad gates considered "dead" when they are open? I've tested this many times and it shows that they are...
08-21-2003, 10:19 PM#28
Pheonix-IV
there are 2 different types of "death" for doodad gates, there is the Open Gate, it considers the gate dead. And there is the Destroy Gate, it also considers it dead, the different deaths simply change how it looks.
08-21-2003, 11:45 PM#29
Eternal-Agony
If so, how would one go about disabling Open/Close Triggers for a gate when it is destroyed without them being disabled when the gate is opened...?
08-22-2003, 03:45 AM#30
deltaalphanova
isn't there a way to set the stance to alternate without useing a trigger? i saw something like it in a map, the unit would stand channel in stead of stand 1-2-3