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Unit Hit Sound Problem

05-24-2003, 11:55 PM#1
Dark Azonik
like you guys are seeing in the last thread i posted ive been having some problems but im learning alot too :D
i made a custom unit based on the priestess of the moon and changed his model to sentry (huntress without the tiger or whatever it is)and now when the unit hit we dont hear a thing ive modified the Weapon 1 sound but it still wont work..when he hit we dont hear thing...how come so?
05-25-2003, 12:17 AM#2
Guest
You need to import the UnitMetaData.slk into your map, using the path 'Units\'
05-25-2003, 04:46 AM#3
Panto
Do you need to import UnitMetaData.slk into the map? I was under the impression that it was just used to open up options in the editor, and didn't need to be included in the map itself.
05-25-2003, 05:14 AM#4
ChrydGod
But it actually seems that we are wrong.

The same way that Doodads.slk makes big doodads work ingame,
that file seems to be needed to get certain unit editor extended options to work ingame.

I haven't had time to check this, but SpectreReturns really seems positive about this.
I think i will trust him as he seems to have tested it.


Regards
05-25-2003, 05:36 AM#5
Panto
Along the same topic, I'm really interested in being able to change the splats assigned to buildings. Is this something that could be added to UnitMetaData.slk?
05-25-2003, 05:51 AM#6
ChrydGod
Thats easy, i do that in the latest version of Cube Defense NE v5.6 ( i haven't release it yet though, maybe i should do it ).

I wanted all my towers to have the human splat. It works

The file you need to edit is this one, and this one enly :

Splats\UberSplatData.slk


Regards
05-25-2003, 05:55 AM#7
Panto
Additionally, I noticed that you have the "unit ID" enabled but not used for any type of unit. Why is that? It doesn't show the custom unit ID but rather the original unit ID for custom units. Is this changeable, and will it reflect in-game?

EDIT: While messing with the splat data file, I realized that what I really want is to be able to change which splat each unit looks for. i.e. I don't want to change ALL the undead splats to human, but I do want to change one of the undead buildings.
05-25-2003, 09:24 AM#8
ChrydGod
The awnser lies in the UnitUI.slk , there is a column for Ubersplat.

This said it might affect all the custom units based on the changed one. Unless you would create a complete line for that custom unit, if this wan be done.

Regards
05-25-2003, 11:46 AM#9
Dark Azonik
so what do i do exactly ??i import the thing in my map??or edit it?
05-25-2003, 12:08 PM#10
DaKaN
you edit it to have the proper sounds in the UnitMetaData.slk and then import it to the map when finished and everything should be fine
05-25-2003, 01:14 PM#11
ChrydGod
I have found a way not usig or uberdata.slk nor unitui.slk


I am working on a custom UnitMetaData.slk, and i posted a first version here :

http://chrydgod.free.fr/cube/UnitMetaData.slk

You must put it in your ...\Warcraft III\Units\ folder as well as implementing it in your maps

It is compatible with UMSWE and WE
I need to know if it also works for you, as ther is just a couple of unknowned fields i hesitate on. But in the meantime, it should allow these :

Changing Item Colors
Changing Pathing States that Prevent Placement
and many other fields


I am currently trying to add other fields like Unit Animation Speed and others.

I will need to make sure all these fields work.

Help yourself, give it a test. If i succeed, that will be the only Unit slk needed in maps & the editor.

In all fairness, if i would understand the way the unit editor separates items and units, i could even think of making a doodad, terrain, spell or weather editor.


Regards
05-25-2003, 04:09 PM#12
Panto
Which fields of this file are not operational? And which are unnecessary?

For example, I am using the base human tower, and I removed the structures that it can upgrade to prior to installing your UnitMetaData.slk. Then, after installing your file, I noticed there was a "upgrades to (string)" parameter which still had the unit ID's of the two towers that it can originally upgrade to. When I attempted to edit that field, WE crashed.

So, can it be edited, and does it need to be?

Also,
Quote:
Additionally, I noticed that you have the "unit ID" enabled but not used for any type of unit. Why is that? It doesn't show the custom unit ID but rather the original unit ID for custom units. Is this changeable, and will it reflect in-game?
You didn't mention anything about this. Got some wisdom?
05-25-2003, 05:19 PM#13
ChrydGod
I'll investigate about the string version of the upgrade to...

UnitID is just the general unitid your custom unit was based on

I am xurrently improving my SLK as i found a way to check how certain fields have to be filled.

I already updated the link with a newer version.

I'll tell you more when i'll get deeper in my investigations


Regards.
05-25-2003, 05:25 PM#14
ChrydGod
It had to be a string list rather than just a string

link updated

Regards
05-25-2003, 06:45 PM#15
Panto
Hey ChrydGod, you're kicking arse as usual. You should add "kicking arse" to the list of current projects in your sig.

As far as "Unit ID" and any similar fields that are not useful to edit (I think) why don't you just leave them off?

Concerning the "Upgrades to" string list, if there is already a field which allows you to change what units it can upgrade to, what purpose is there behind having another field which refers to the upgrade units' IDs?

EDIT:
The "Hotkey" field has been changed from a recognizeable letter to some code. "P" is now "TRIGSTR_012".

"Agility per level" has a typo, missing the L.

Can you rearrange the order that it displays these values? It would be more useful to me if the original set of values that WE comes with were all listed first in the usual order, with the extra values afterward.

For an unknown reason, when I opened my map with the most recent version of your UnitMetaData.slk, several of the modifications that I had made to units were reset to their defaults, particularly the icon.
:TIDE

EDIT2:
I notice that you added a "race" parameter. Previously I have found that each race has a particular build method (human build, undead summon, NE go-inside, etc.). If I were to change a builder's "race" would that affect his build method?
:2TIDE

EDIT3:
Is it possible for a single field to have multiple selection types? i.e. For unit models could you have both a string-entry and button-window selection style? This would be really handy for not having to type all the models and buttons that are available already through the button-window method.
:3TIDE

EDIT4:
Importing UnitMetaData.slk into the map has the curious effect of causing the peasants to not play a move animation while moving, as well as leaving ruts in the ground (like the catapult and ballista both do). Neither of these effects seem to have anything to do with the fields that you have enabled, and neither have I changed anything other than adding the UnitMetaData.slk to the .w3m file using WinMPQ. Furthermore, this does not happen with UnitmetaData.slk is not added to the map.
:4TIDE