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ChrydGod's WE & UMSWE Enhancer SLK II

06-15-2003, 04:13 PM#61
ChrydGod
This said, when i said first map, i meant that if a map with default or different UnitMetaData.slk injected in it is played before, it won't work properly.

On the other hand, there is a way to get EVERYTHING working on bnet :

Thats the complete unit editing via SLK & txt. It doesn't take that much space (it can even take less space if you don't have 110 custom units like in my map).

I recommend you check the thread from the SLK forum.

Regards
06-21-2003, 04:13 PM#62
piRo-piOn
any programs for this?
06-21-2003, 04:57 PM#63
ChrydGod
Still looking for a programmer, but it seems nobody wants to start such an editor before TFT is released...


Regards
06-24-2003, 04:53 PM#64
Panto
ChrydGod, since you've successfully done the process of making all your units and whatnot using the extra files and adding them to your map, would you consider writing an account of the process that you took to get it all to work?
It would be nice to have something to help other people who aspire to this degree of professionalism; to help them avoid the pitfalls and any confusion.
06-25-2003, 04:25 PM#65
ChrydGod
All Complete SLK&TXT conversion isn't hard, it just takes time.

All i did was write down all my units stats/properties, then removed the custom units from the map by deleting the w3u file, then i too UnitUI, UnitData, UnitWeapons, UnitAbilities UnitBalance SLKs and empty them (except the peasant as Tertiary said it wouldn't work without it - didn't test it without) and then created all the units lines/fields puting all my custom units stats / properties in the dedicated cells.

I also did a similar thing in the profile files (.txt)

I don't think there is anything i could add, apart from advising you to make sure all the values have the correct type (check the original slks for examples) and everything should work fine when i,jected in the map.

This said, if you put your own unit codes (you can name them as you want since its 4 chars - like ento or se01) thenyou need to make sure your triggers use your custom codes.

Also, any unit your map uses needs to be in these SLK & TXT files.

Regards

PS :
You can actually easily look at what i did by extracting the SLKs & TXTs from my map as i gave the unit descriptive comments (reference names)
06-25-2003, 11:28 PM#66
zotax
Is that problem (the one where your map has to be the first one played on battle.net for it to work properly) able to be fixed? SLK/txt conversion isnt really an option, because with all my mixed spawns (8+ per level for 25+ lvls) and towers, its going to take more time than I am willing to spend.
Ill'd really like to be able to have a fully working enhancer that lets me change building splats etc.
06-27-2003, 01:36 PM#67
ChrydGod
As TFT is just about released now, i think it would be better to wait and see what its WE is able to, find out its limitations and try to find ways round them.

It actually seems that the included object editor has many fields that can be changed for units.

Lets wait and see,

Regards
06-29-2003, 09:13 AM#68
PitzerMike
I'm really looking forward to FT as I guess there will be lots of new options to be explored in the SLKs and TXTs
The Import-Manager could make things really easy. I believe we will be able to write an imp-generator so we could have the ultimative advanced editor that imports all necessary files into a map itself.

ChrydGod, do you think that all the edited SLK and TXT stuff (units and such) will still work for FT. Or at least with a few modifications?