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Making Starfall into Sheepfall!!!

08-19-2003, 08:40 PM#16
qmrcool
no they dont i have put in almost all the ngiht elf buffs even the ones that start with B and they work fine. they dont make the editor crash.
08-19-2003, 11:48 PM#17
DoCa-Cola(OLD)
I don't know if it's been said or not, but the map 'Keys Of Sealing' Uses such a spell. It's really cool, buncha sheep fallin on the enemies head...
08-23-2003, 09:37 PM#18
PitzerMike
You know that most of the buffs will crash the game when the ability is used

But I found a way to prevent the game from crashing. Just import your edited AbilityData.slk into your map (all buff-codes you want to edit must be declared in there) and it will work
Today I changed the effect for burning buildings for example and it worked like a charme

I also edited AbilityMetaData.slk in order to be able to change the Bufficons shown in the unit interface and the buff-tooltips using the built in spell editor

I might release a pack including all files as soon as I have added all buffs..:D
08-29-2003, 04:18 AM#19
Panto
You remember when ChrydGod was working on the AbilityMetaData.slk for RoC?

It worked great, except you had to add it to your map if you enabled anything that wasn't already enabled for something in the WE.

So, you added the file to your map, and all was fine. Except later, we found out that if your map isn't the first one played, the .slk doesn't load. Evidently it loaded once, and then didn't bother to reload for future maps. You could really screw up your regular game this way, too.

Do you think that's still a problem? If so, then adding the files to your map isn't a permanent (or least, not an acceptable permanent) solution.
08-29-2003, 08:51 AM#20
PitzerMike
I think that it will work now with TFT

But if it deosn't we are still able to edit all the regular buff fields that are already in the ability editor such as effectart, targetart ...
08-29-2003, 09:53 AM#21
PitzerMike
I checked it again and you're right. MetaData.slks don't work if the map is not the first one played ...

I guess I will create a self executable MPQ containing my AbilityMetaData.slk. If Warcraft is started using this MPQ it should work..
08-29-2003, 08:23 PM#22
Eternal-Agony
Quote:
Originally posted by Juvat
I don't know about starfall, but it works with projectiles. This one time, I was making a hero be like a Rifleman. I was changing the projectile, and didn't notice that when I picked 'Rifleman', the projectile was under units, instead of projectiles. So, whenever he shot someone, he a rifleman appeared on the target. It didn't make the game crash, and I did it in MapEd. The dwarves only appeared on the object, because that is where the projectile animations shows. Now, if I had replaced an arrow with one, for example, it would probably have shown it flying through the air as well. I hope this helps.


Lol this same thing happened to me.
09-01-2003, 02:45 PM#23
Progniss
I dont think im doing it right..... I went in to NightElfAbilityFunc
then took the buff code [Adtn] which is The Dispell Graphic from detonate. I then opend up the AbilityData.slk and changed the Alias and Code to the Buff....... is there more to it? What did I do wrong?
09-02-2003, 11:14 AM#24
Necromancer_187
I'd rather just wait for Scio to work it into UMSWE. This is a bit complicated for me, even though it seems easy. I added the starfall buff ID to the AbilityData.slk and put it in Units, but when i opened the editor it said some files couldnt be read, and when i opened the WE object editor, it crashed. It could have missed some information when adding the buff ID, but aside from that i'm stumped.

And yes, Blizzard SHOULD have added that feature, as well as editing particles, like bolts and stuff. I pray for the day i can finally see a Chain Finger of Death...
09-02-2003, 07:15 PM#25
Progniss
I was sorta asking bluedragon because he firgured out how to do it.... so he would be able to answer my question correctly.
09-05-2003, 02:15 PM#26
futuraonline
Hey guys, I have been trying to understand this too, I am a bit new but if anyone could maybe explain it in more detail that owuld be great. I am kinda new to the slk editing but I found the code etc in the NightElfAbilityFunc for starfall which is [AEsf] but I dont know where to put it in the AbilityData file.

Also if changeing Blizzard and Rain of Fire is diff could you please explain that in greater detail as well.
09-05-2003, 02:17 PM#27
futuraonline
BTW, why is it when I add the folder C:\Program Files\Warcraft III\Units (all the extracted unit files) when I load up the WC3 map editor and go to edit abilitys it crashes?
09-05-2003, 04:14 PM#28
35263526
why not just extract the graphic you want instead of stars (sheep model I guess), extract it from War3.mpq and then import it into your map, giving it the path of the Starfall graphic.
09-05-2003, 05:03 PM#29
PitzerMike
I'll have my WE enhancer ready for download at the beginning of next week.
Buff Editing is also included.
09-05-2003, 05:40 PM#30
Thunder-Hunter
cool man. But will this enhanced editor also allow you change the buff tooltip things? (The ones that appear at the bottom of the units status bar)