| 07-17-2003, 03:53 AM | #61 |
I havent read this whole thread, so i dont know if someone already said this, but could you find a way to detect when other keys besides the arrows are pressed? |
| 07-17-2003, 11:49 AM | #62 |
not really its not in jass I already check first thing when tft came out you can use hot keys for spells. |
| 07-17-2003, 08:30 PM | #63 |
Hey Scio can you please RAR your files of UMSWE 3.8. Please include a list of what you have changed (that I haven't to compare all the files with a Hex Editor). The last time I have problems to contact you. I have created a working Multiboard ADD-IN for UMSWE. I want to add it, then send the files back to you. Maybe you have to release it as 3.9 then. |
| 07-18-2003, 03:34 AM | #64 |
sure i can, but I want you to start working on the side project we discussed, Ill make a mulitboard one version too. |
| 07-18-2003, 07:32 AM | #65 |
Is it now possible to check the class of an item ? |
| 07-18-2003, 01:05 PM | #66 |
Would be cool if everything would be organized like in fyredaugs editor |
| 07-18-2003, 01:38 PM | #67 |
I guess this was asked a thousand times before, but is it assured, that the 90° cliffs will come back again? i cant work without them! they get so essential in cinematics and advanced terraining, it unbelieveable to work without them... /edit: one problem appaered: you cant change the time of day in the editor, and fixed or nitfixed time is not working, sometimes its day, sometimes its night, u cant change this... |
| 07-18-2003, 06:46 PM | #68 |
All I need is the steeper cliffs, and the ability to use 16 terrain tiles, and multiple cliffs on one map. Oh yeah and unlimited custom units, doodads, etc... All that stuff is nice too :ggani: |
| 07-18-2003, 06:53 PM | #69 |
@Scio: I have 3.9 completed with all versions (AC,RD,TM,NB) and multiboard GUI trigger support. I didn't dare to make a public release without your agreement. Should I release it? |
| 07-18-2003, 07:19 PM | #70 |
Ok, there is one thing i've brainstormed up for a WE... Support for 3'rd party Function Plugins. It would work like that, a jass programmer makes a interesting function (i know of alot of stuff that could be made as this), then he writes it into this special file format (in a txt/excel doc), writes strings that go into the GUI, and sets up the "takes/returns" so it actioully takes it out of the GUI. Then he releases it for n00bs all around/or uses it for himself to ease on the ammount of jass needed. The way i thinked it was that the executable (umswe) would search in a /plugin folder for all function plugins there, and add the GUI type into the triggerlist, and if the user "uses" it (or just imports it into his map) then the function itself goes into the "header" of the trigger editor (the Jass area that comes up when you select the filename in trigger editor (it goes before the rest of the trigger and after general triggers). Then the GUI entry would basicly call up that function and give it what it needs and take what it returns. This thing would really revolutionize the n00b triggering... One could do (Ari's) wait for unit function, similar to the "wait for sound" but it waits for a unit to stop moving (it could take "unit" and "intensity" of checks), this would revolutionize cinematic-making, as people could then use this GUI entry alot of times without any problem. There are also alot of other different jass functions that could be added. The "only" thing that would be anything near tough would be implementing this stuff into the exe, as this directly changes the editor "a little", but if you could do this, we could WC3 campaigns open up a area where people can submit their own function plugins and such. This is the biggest thing on my mind, other than unit-variables in events (i havent seen it personally used in jass, but i think it wouldn't work very well, the same problem as regions have...that it "registeres" it for 1 unit, not a variable, but as he sais (that it works in jass) i am prolly wrong) I really hope you can get this into your "big" 4.0 release. Oh, and what is that secret project you're working on? ;) ps. if you don't understand some of it or if you have questions, just ask . . |
| 07-18-2003, 07:51 PM | #71 |
@Cubasis, I dont edit the code of WE, so plug-ins arent possible @StarcraftFreak send the files over plz, Ill test and release if needed, but 4.0 should be ready soon. Do you remember how we were going to split up work now? cliffs are ready for the next version dont worry Organization will be there too |
| 07-18-2003, 08:31 PM | #72 |
scio did you ever find out if adding var in events are hard coded or not? |
| 07-18-2003, 08:47 PM | #73 |
seems like it is for players |
| 07-18-2003, 10:01 PM | #74 |
@Cubasis: It is possible to do something like that via editing blizzard.j. But you would only be able to use it if you implement this modified blizzard.j file into you War3Patch.mpq. Additionally I don't know if that works online. So it would only work for mods. |
| 07-19-2003, 02:39 PM | #75 |
yes, this editor is designed for multiplayer maps, so there are obviously some features I don't implament. If I had the time to make a full single player editor, I could actually write my own functions to be included. |
