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WE Unlimited 2 Released - For version 1.20!

05-08-2005, 05:19 PM#376
PitzerMike
desmasic: is the red-tile-problem still there?

And if the map works standalone, then just re-inject it in the campaign. It must work then, unless you're doing something terribly wrong.
05-11-2005, 12:16 AM#377
Guest
sometimes i get the red tiles, but other times i don't...
anyway, the reason i'm posting is because i am using the WEU save code, but if you type the load code incorrectly, the unit is removed. is it possible to make it so that the hero isn't removed?

edit: nvm lol
it was part of the trigger to remove the hero.
also, is it possible to make it only store lumber?
06-07-2005, 12:40 AM#378
Guest
I'm having a problem in my map. I opened my map with the WEU once but i don't recall saving. A month or so pases and during my regular editor usage i notice that i have alot of "Advanced - " objects and variables. I do not use any of this functionality in my map. I was able to delete the variable, however whenever i try to delete an advanced object, like "Advanced - Point Targeted Dummyspell" My editor crashes. Even though i like you tool and thank you for all the work you've done, is there anyway to get rid of these objects and w/e else the WEU put in my map?
06-07-2005, 02:38 AM#379
Toast.Theif
I found a problem...

when using advanced events I try this

Code:
Attack Event
    Events
        Advanced - Any unit takes damage
    Conditions
    Actions
        Game - Display to (All players) the text: attacking event works

and it doesnt work, so I thought maybe I didnt set the map up right, but then I tried this

Code:
Item Event
    Events
        Time - Every 5.00 seconds of game time
    Conditions
    Actions
        Game - Display to (All players) the text: item event works

and it worked fine...
06-10-2005, 04:44 AM#380
Guest
Does PitzerMike check this still? I wish i could get an answer to my question above.
06-10-2005, 01:49 PM#381
Guest
Um.. Never mind i guess, lol. I Left the WEU over night to undo it and it worked. Previously i had waited a long time and the program was frozen, guess it just needed a LOT of time.
06-13-2005, 03:37 PM#382
PitzerMike
Quote:
Originally Posted by iooin
Does PitzerMike check this still? I wish i could get an answer to my question above.

I wonder why you don't remove the advanced stuff with the WEU Enhancer?


@Toast.Theif: Those 2 pieces of code are completely unrelated, idk what you want
06-28-2005, 10:56 PM#383
Zoxc
Hi, good work ;)

How do you modify the editor?

I might have some advanced things to add.

I don't use advanced triggers but are there a way to add just what needed for the advanced trigger? If not I have to use Vex's Map Opt. or JASSParse.
06-30-2005, 09:32 AM#384
falconmiles
WEU is very helpful.
I strongly suggest that WEU can do something help on map protection, for example, the integer compare can campare build number, or there is some way to get checksum of all abilities and units that trigger can compare and judge if some one modified the data.
These fuctions can help the porpular&balance W3x maps to avoid people change the data to break the balance just for fun or naive.
06-30-2005, 09:34 AM#385
falconmiles
continued with last post
as well as the map description campare :)

maybe I asked too much
06-30-2005, 11:12 AM#386
Zoxc
I don't think there are any functions to check that.

But's possible to limit then from using WEU Enchanter, but that don't help much.
06-30-2005, 11:18 AM#387
falconmiles
Why? If anyone don't like that func, just don't use it.
06-30-2005, 11:38 PM#388
Zoxc
Cuz that any previents ppl to use WEU Enchanter not WE itself.
07-01-2005, 12:21 AM#389
Guest
WE is not easy to use in some applications, WEU is the enhancer which helps the WE to be "perfect"
07-01-2005, 03:40 AM#390
maddd0h
HUGE bug with the save/load trigger, trying to edit ignore gold and lumber,ect. part cause it to crash!