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UMSWE Information + Wishlist

09-24-2003, 01:35 PM#286
Vexorian
I think I saw a post from Brett_Wood Saying that some abilities doesn't allow negative integers cause it would crash the game.
09-24-2003, 08:21 PM#287
Scio
yea sorry that stuff cant be done for bnet games, and the current version of UMSWE is designed for bnet maps, if we wanted to include all the features possible it would be more like WE Unlimited where it requires a patch to be applied to every map you made
09-24-2003, 08:52 PM#288
Krakou
Can you tell me how to do to allow this negative integer values plz ?
09-24-2003, 09:37 PM#289
Scio
most fields wont let you because it will crash the game, you have to hex edit the values to make it work I believe. I removed all the limitations I could in that area
09-25-2003, 11:19 AM#290
Krakou
Hex Edit! Damn! this would be tricky.
Oh well I think I will have to give up with this idea.
Thx anyway.
09-25-2003, 06:47 PM#291
Starcraftfreak
@Krakau: If you mean item classes like "Permanent", "Charged" or "Powerup", then I have to tell you that we can't add new ones. The ones that are available are predefined.
Quote:
Taken from common.h
constant itemtype ITEM_TYPE_PERMANENT = ConvertItemType(0)
constant itemtype ITEM_TYPE_CHARGED = ConvertItemType(1)
constant itemtype ITEM_TYPE_POWERUP = ConvertItemType(2)
constant itemtype ITEM_TYPE_ARTIFACT = ConvertItemType(3)
constant itemtype ITEM_TYPE_PURCHASABLE = ConvertItemType(4)
constant itemtype ITEM_TYPE_CAMPAIGN = ConvertItemType(5)
constant itemtype ITEM_TYPE_MISCELLANEOUS = ConvertItemType(6)
constant itemtype ITEM_TYPE_UNKNOWN = ConvertItemType(7)
constant itemtype ITEM_TYPE_ANY = ConvertItemType(8)

// Deprecated, should use ITEM_TYPE_POWERUP
constant itemtype ITEM_TYPE_TOME = ConvertItemType(2)

About the negative integers:
You said it's a mod. So you can do SLK Editing.
09-25-2003, 08:07 PM#292
Krakou
Yeah good idea with the slk editing I tried it and it works perfectly thanks a lot.
About the item classes I will do it with my old RoC system then.

Edit: There is a pb with slk editing in UMSWE, when I import abilitydata.slk with negativ values in a map in regular WE it works, but if I open this map with UMSWE the fields are reset to their default values!
How can I fix that?

Edit2: I finally figured out how to do it by using local files. Just curious to know, why does your slk files take over the one in the maps?
09-26-2003, 02:05 PM#293
Vexorian
Unit - Issue order targetting an item
09-26-2003, 06:28 PM#294
Scio
basically load order is mpqs << map << UMSWE << Local Files when editing, that way u can modify the UMSWE files to your liking.
09-26-2003, 08:27 PM#295
Starcraftfreak
@Krakau: Scio is right. But if you don't need to see them in the WE, you can just put them into your map. In the game they will be properly loaded.
09-27-2003, 09:12 AM#296
Krakou
Thx for the replys.
It's all ok. 8))
09-27-2003, 05:52 PM#297
lordwiggin
i havent read whole thread and im still getting used to umswe but is there a way to make a trigger and set it to each player other then maually doing it? since i have alot of dialog menus and its annoying

if its already in umswe could u tell me were? thx in advance
09-27-2003, 08:57 PM#298
UltimateJim
not sure if this is pissible, but can you makr it so that you can open up 2 object editors? like have 1 open 2 the units tab and the other open ot the abilities tab?
09-28-2003, 06:05 AM#299
Starcraftfreak
Quote:
Originally posted by UltimateJim
not sure if this is pissible, but can you makr it so that you can open up 2 object editors? like have 1 open 2 the units tab and the other open ot the abilities tab?
No, thats not possible.
09-30-2003, 02:06 AM#300
dataangel
SCFreak: Look to my original post:

http://www.wc3campaigns.com/forums/s...0&pagenumber=2

To see my suggestions.