| 03-28-2004, 02:13 PM | #76 |
Check your units. You certainly have TFT units. |
| 04-01-2004, 12:04 PM | #77 |
If I did I wouldn't ask dude. But anyways I've figured out the triggers in question: 1. No "Right-clicking" units 2. No activation of moon well replenish auto-cast |
| 04-17-2004, 12:13 AM | #78 |
TFT WE, is this a world editor program? if so where can I download it, I looked at the downloads section here but it was'nt there.. |
| 04-17-2004, 05:22 AM | #79 |
I'm having problem with random numbers. I need REALLY random number, but WE uses standard table of random numbers. There is a really simple way to turn them into REALLY (or almost really ;) ) random by making it time-depending in most languages (i.e. C) - RND*time/#, or make first number from random number table equal to current time divided by some value, or smthng else, but I haven't found it in WE. So my question sounds like that: is there any way to catch system time in WE? Maybe JASS has any functions for this? All I've could invent ;) is to turn on the trigger after # of game-time seconds elapsed and place in it the event 'unit is attacked', then look for health/mana of unit being attacked or attacking unit and make my RND to rely on it. BTW, which event initializes 'Damage taken' variable? I need it for mana stealing spell for my item (mask of death life stealing style), but I could not find proper event ('unit is attacked' seems not to fit). So I was forced to make it constant :< |
| 04-17-2004, 08:34 AM | #80 |
how about getting 20 random numbers then getting the average as your random number.. |
| 04-18-2004, 01:10 AM | #81 | |
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No, this will be just the same value each time WC3 is ran. Look: 12, 23, 04, 45, 56, 96, 34, 01, 34, 45, 23,.. etc. something like this is table of random numbers (PC has no way to give you really random number*). it is initialized each time the executable file (i.e. war3.exe) using it is ran. each time it accesses the table, iterator N is increased by 1, being i.e. 0 by default when the executable is ran. so when the program accesses RNT (random numbers table) it will recieve new 'random' number (RNT element number N, N+1, N+2, etc.). What you said means 'the let the program to take 20 numbers from Nth element of RNT to (N+20)th element and calculate the average value'. But N is always the same when you run program, so taken numbers are always same as well. What i need is to be able get the system time and make N depend on it. *i think there is even some depending between elements of RNT - RNT has to be infinite (but may be it isn't infinite... i don't know). I wonder if anyone ever thought about making phisical random number generator - it is very simple: just get the angle of rotation of any rotating detail in PC - cooler in example ;) just mark some point on it and get its current position. |
| 04-19-2004, 12:00 AM | #82 |
Umm... I've just noticed something. Looks like RNT initializes every time the map using it is ran. Even worse than if it was initialized every time WC3 is ran. :( So. People, can anyone answer my question above? Is there any way to catch system time in WE, or it is impossible? BTW, can anyone help me to handle game camera? I want to make F1 racing map and need funny views like in real translation. I have difficulties with 'lock camera target to unit' (with unlocking it, in fact ;) ) |
| 04-19-2004, 12:07 AM | #83 |
WE is built in WC3. Look at your WC3 dir for WorldEdit.exe |
| 04-23-2004, 10:07 PM | #84 |
0.00 = 0.001 as far as time is concerned. A period of 0.00 will lag tremendously, however. Proof map to end the question of "How low can a periodic event go?" As far as a timer catch, I don't believe that exists. The best way is to make a randomize trigger that essentially is one huge amount of random integer and then create unit and set hp to random value then if hp is a certain value f.ex. 50 < x < 100, then variable = random number * x, randomnumber = (substring(string(variable), length of string(variable) ,length of string(variable). A little more random, yes, but still not equal to a timer catch... Do what you can with limited resources, I suppose. |
| 04-30-2004, 10:54 PM | #85 |
I need help on this things im trying to make a map with monster attacking 6 dif base and heros {the players pick at the beiging with wisp}that level and get gold from killing the mobs and also be able to kill the other 6 players ethier after the defeat the mobs base or in the pause between i want to make it where if a castle gets destroyed that player is out but i want to have it where the computer{ash people help} by guarding there base{the players base} with 6 dif base i want them to help all the players out by guarding but not have them attacking that person base {you know like primeters so they cant leave to help}. To simple put this is going to be a PK {for those who dont know playerkiller}type world where you level and either kill the computer or kill the others to win. I have the map made allready and this is what i need left to make it. Need to figure this out {ive only done WE 3 days now and made one map that was good. I know some program lan like qbasic{somewhat helps me on fig out varb} gold for enemy when killed how to make enmey attack certian base and come to others if base dies off how to get heros to go to castles how to get computer {ashrone pepole} not to attack me and have them build ) how to put ashron in cage? Is there any way to make all the 6 player start with there wisp and pick the heros{which i ll make triggers for } be able to go to a set starting castle to defend or do i have to sit and make 6 diffrent starting thing for the wisp {which is for the player to get his hero} if so that take more time and space because i have 32 heros you can pick from and 6*32 is not a pretty site nor was making the 6 bases allready took time and lot of music and fruit punch to do? Ive trolled the boards all over not once did i see any of this xcept for the money thing which is called bounty trigger but didnt work for me so please dont flame if this map sounds like the one you have im making it for RL friends and dont care but if i do get it to work it will be fun to play over and over thanks in advance. ^_^ |
| 05-04-2004, 03:48 AM | #86 | ||||||
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a) Use conversions like Owner of unit. I believe you are using regions for picking heroes, so 32 regions will be needed indeed. but you can use universal trigger for all players. like that: event: unit enters region_001 condition: unit-type of triggering unit = wisp actions: create 1 Blademaster for owner of triggering unit at region_099 facing <angle> remove triggering unit from the game so you will need only 32 triggers (1 per hero) b) Try to DL and use Lord Vexorian's Hero Selection System. I'm afraid, you will need to make new map and move all heroes and abilities there from your current map (in fact there is way to avoid this, but it is too long to explain and includes such stuff like 'ability ID' and others). But Lord Vexorian's HSS is very powerfull instrument and very universal - you can add new heroes without changing any triggers, etc. |
| 05-07-2004, 05:17 AM | #87 |
Ok i got some more time in on to the game making. I've got the hero selection and starting going ok, i've got the enemy coming to the base{problem here is that it has to be label a player if not when i try to use nutral hostial it goes toward base for a sec then run back to its regin}. The problem i still have is that i've got 6 castles 1 for each human player and i need 6 defending computers to link to each castle that 12 players slots {6 humans + 6computers} is there anyway i can make a 13 slot open up i look in the GC and the GI and found no things to relate to this,for the reason i need one more is for the computer enemy to hold all 6 castles at bay{i know i could use the stuff for players to remake men to defend the castles but i dont want them to control them or use my Cap on food which is 30 {for buying xtra units}??? 2) problem is i need to know how do i put a unit into a cage and then also have him rescable by that players team so he can use this second hero{i hope this dont also req a player slot cuz i seen it say resucable on it too,if that is true i need to make it where i can select 14 instead of 12 1 for enemy n 1 for hero to resuce}??? there are to other non important ? also how to get music in game to run and the backscreen to be diffrent i've try to import but when i run a trigger it dont show the music{for x-sample the game ending song {the calling of the horde}} it dont show up??? Thanks iac for the info so far This game is going to be killer if i get it finish my friends cant wait for it :D |
| 05-09-2004, 02:10 AM | #88 |
You have 16 actually. 12 players, neutral passive, neutral hostile, neutral extra, and neutral victim. You can just give the heros to be rescued to one of those players, and then A unit comes within X of hero-to-be-rescued, unit == hero and hero-to-be-rescued == owned by neutral (whatever), give hero-to-be-rescued to owner of unit (that just came within X of the unit). |
| 05-09-2004, 02:35 AM | #89 |
I guess i should mention ( a bit late) that when you are testing a map it generates the same random numbers (eh? oxymoron :D) every time. When you actually run the map it generates new numbers. |
| 05-10-2004, 03:35 AM | #90 |
Iwant him to be in a hanging cage how do i put him in one that way when the cage dies you get the hero on your team and thanks so far on the help ^_^ |
