| 07-19-2003, 08:30 PM | #76 |
I am with you Scio. The most important thing is to avoid file imports which make the maps too big. The editor should only contain features (or nearly only), that work without file importing. That are important points when it comes down to multiplayer maps. |
| 07-19-2003, 08:36 PM | #77 |
jfytk: you can't have variable for events because the way war3 does things (i believe) is it "attaches" an event to a cretain unit or player when a piece of info on that unit/player has done something. Think of it as an item the unit carries around that is manipulated at a certain time. The best way to get around this i s on-the-fly triggers. |
| 07-19-2003, 10:17 PM | #78 |
Is it possible at all to add fields to the Spell Editor so we can modify Bxxx and Xxxx? Now that would be convenient. |
| 07-19-2003, 10:47 PM | #79 |
I want the 90 degrees cliffs NOW! I got a bottle of gasoline here you know :D |
| 07-20-2003, 01:09 PM | #80 |
if it's so urgent why don't you just export MiscData.txt yourself and set it to 90 degrees? |
| 07-20-2003, 07:01 PM | #81 |
@Trav: no i cant make a buff editor sorry @Mech-sheep: If you want it so bad, heres a temp file for you... NOTE: Temp files are not supported by the UMSWE staff. They are not part of the editor and are not meant to be used with future versions. To remove the temp file simply delete it. It WILL casue problems if you don't delete it. Place the file in the "UI" folder, and if that doesnt work, open the executable with winmpq and import this file with the prefix "UI\" |
| 07-20-2003, 09:47 PM | #82 |
Make all abilities learn able in the Hero - Learn Skill action. And hurry up with those damn multiboards! :p |
| 07-20-2003, 10:27 PM | #83 |
Making it capable for more tilesets (12+) 'cause I hate opening and closing Zephir's Editor everytime I have to do this... |
| 07-21-2003, 01:54 AM | #84 |
hard to do, but i put my faith in Scio: have a For Loop (untill) trigger in GUI thats like all those Multiple Actions GUI triggers and has the fields Exit When True and Actions. So the GUI Action: For Loop (untill): -Actions: --Set Variable X = 1 -Exit When True --X is equal to 1 would compile into (sorry, my JASS is sloppy. I keep mixing up commands with Java): loop ugd_X = 1 exitwhen (x == 1) end loop **EDIT*** It seems the way warcraft does the multiple functions the trigger above would have all it's actions and conditions in a mechanically named function (i.e. Function_102030423, check the other multiple conditions triggers for details). The conditions function returns boolean. and the acuall JASS becomes: loop function_###### exitwhen function_####### endloop |
| 07-21-2003, 01:54 AM | #85 |
Yes, once again Demi-God Mech makes a point. If you could allow more stuff that's in Zepir's like the 12 + tiles, it would be helpful. See, Zepir's is a Windows .exe, and my mac won't read them until I get my PowerMac G5(drool) and virtual PC. That pisses me off cuz I've been waiting to get that damn software to get all the tiles in to start my damn map. It's really aggervating. Other than that, UMSWE is awesome, although it didn't change much when I put it into the folder. Do I take all the contents out, or just keep them in the folder, or keep em in the original UMSWE folder? |
| 07-21-2003, 02:10 AM | #86 |
i think the 12 tile spaces are hard coded, just as cliffs are. (i.e. the whole appplication that modifys the tileset is) I might be wrong, i hope i am, but thats what i think. |
| 07-21-2003, 06:57 AM | #87 |
Making all fields in the object editor accepting negativ values, because even if one checks the option allow negativ values, many many fields still dont accept them. |
| 07-21-2003, 07:15 PM | #88 |
This is because they are labeled that they will never accept negative values because they (most of them) make no sense. Can you be very specific and tell me which fields would need this? I will not enable all (only if you are able to point out that it would make sense). |
| 07-21-2003, 09:52 PM | #89 |
We can still allow negative values in all fields, it can produce some cool effects if used properly |
| 07-22-2003, 07:33 AM | #90 |
I would be interested of the damage field of the ability permanent damage bonus. This would allow to increase and decrease easily base damages. The permanent life gain, the permanent defense would also be interesting. And I am sure very other would be. Like Scio said, who knows what people can realise with this possibility! PS: what about having an item class check ? |
