| 03-10-2003, 01:24 PM | #1 |
I heard, you were able to disable the 100 custom units limit of the WE. Which file contains the entries where it's defined and how do I disable it? |
| 03-10-2003, 02:43 PM | #2 |
The custom unit limit is due to WE's naming scheme of units. In the game's Unit.slk files (UnitAbilities, UnitBalance, UnitData, UnitUI, UnitWeapons) units are referred to as a four letter code. World Editor names them as follows: xC00 xC01 xC02 ... xC99 The "x" is actually a different letter depending on race, uppercase for heros and lowercase for units; hC00 would be a human unit while EC00 would be a Night Elf hero. However, the last two numbers 00-99 are unique for each unit. For this reason, you cannot have more than 100 units. The way to circumvent this requires manually editing the UnitSLK files with Excel. It is considerably more difficult than using World Edit, but comes with the fringe benefit that it is easier to change things like shadows, building splats, etc. You will also have to edit RaceUnitFunc and RaceUnitString for each new unit you create in this manner. To keep file sizes small it is recommended to delete all unused units from their SLK files. You cannot delete the Gold Mine. If you do, the game will crash as soon as you load it. All other units can be deleted. |
| 03-10-2003, 02:56 PM | #3 |
Great!!!!! :D Thanks for the quick reply |
| 03-10-2003, 03:38 PM | #4 |
An alternative method is to delete a regular unit (I should think you would not need all the units), then create your custom unit and it will have the regular units code. The benfit to my method is you do not need to add slk files which increase size, nor have to readd the files everytime, but each to his own I guess. |
| 03-10-2003, 08:02 PM | #5 |
dude, i cant wait to see that map that has more than 100 custom units |
| 03-10-2003, 08:38 PM | #6 |
More than 100 is nothing, try more than 500, excluding items. Thank god for the 3rd party unit editor or this would take FOREVER. |
| 03-11-2003, 12:17 AM | #7 |
Guest | Umm. What 3rd party unit editor? |
| 03-11-2003, 01:39 AM | #8 |
W3E edit |
| 03-11-2003, 01:34 PM | #9 |
Hmm. I didnt know there was a 3rd party unit editor. That would make life much easier. Unfortunately, I'm already doing units in the Frozen Throne format, which I doubt the editor would support. Also, the Frozen Throne world editor seems to be a lot more flexible than the original WC3. I wonder if they'll give us more than 100 units? |
| 03-11-2003, 02:50 PM | #10 |
I use the unit editor that comes with W3M Utilities. You can easily have as many units as a 32 bit unsigned integer can hold, as long as you don't use codes that are already used. :) As an example, your custom NE hero does not have to be EC00, it could just as easily be EXFF, or even 00CE, but straying from their coding system will just make the unit unavailable to see in WE. |
| 03-11-2003, 11:08 PM | #11 |
So if you can't see it in WE, if you wanted to create a unit that is with an alternate ID, you would have to use custom text? 1 More question, if it was a custom Human unit and you use all 100 of them HC00-HC99, can you use HC0A and have it still show up in WE? |
| 03-11-2003, 11:25 PM | #12 | ||
Quote:
Ahh, yes, forgot to point that out. You would have to use custom text. You would also have to MPQ the edited .w3u file into your map. The problem here is that WE only recognizes xC00 - xC99, and saving your map even after importing an edited .w3u file will wipe out any units not conforming to their convention. Quote:
Nope, because WE only recognizes 00 - 99. You would have to convert your triggers to custom text so you could refer to the unit, and import the .w3u file into your map as above. Another thing of note, is just simply modifying a pre-existing unit in WE will still maintain the old unit code, it will just have modified values. So even if you didn't want to go through all of the trouble mentioned above, you could still have 100 custom units, plus whatever you could modify of the normal units. |
