HomeUser Control Panel (unavailable in archive)ForumsTutorialsArt GalleryResourcesMaps

How do .txts work with the TFTWE!!!???

07-09-2003, 02:43 PM#1
STURMguy22
now there is the everpresent problem that u cannot adjust buffart and target art, i was going to add the according .txts so i could edit this. How would these work with the ability editor. Will it follow the .txt or the WE?
07-09-2003, 02:45 PM#2
Guest
Any file that you have adjusted and you want the world editor to be able to read it you need to put it in the folder structure same as MPQ but in you rwar3 TFT directory. so if the mpq says ui\triggerstrings.txt Yours needs to be c:\program files\warcraft III\UI\triggerstrings.txt
07-09-2003, 02:45 PM#3
Nemesis9x
im wondering that too, i guess if u put it in it would follow the txt and the WE.
07-09-2003, 02:50 PM#4
STURMguy22
ok ok, wait a second. I just want to add the txt to the map to modify the target and buffart on some spells. This is going to be a multiplayer map so they have to be attached. So what path would i put in under when i import it into the map using TFTWE. Would it be Units\?? and if there is conflicting information, which would it follow, the txt or the we?
07-09-2003, 02:52 PM#5
Nemesis9x
it would ahve to be units\
07-09-2003, 03:02 PM#6
STURMguy22
alright thx.
07-09-2003, 03:03 PM#7
Guest
Yea you put the path of where you got the file from in the import manager
07-09-2003, 03:12 PM#8
STURMguy22
in which mpq would i find the latest .txts cause i dont want to use old txts in my map. And if they had conflicting info between the txt and the WE, which one would it follow?
07-09-2003, 03:44 PM#9
LordAllout
Read this tutorial for all your spell/ability needs
07-09-2003, 04:39 PM#10
STURMguy22
thx, but uh.... i already know how to do all that, ive been doing that for like 4 months. However, the question im asking is how they would react to TFTWE and the import manager.
07-09-2003, 05:11 PM#11
Panto
I haven't edited most of the spells in the file, so I'm not sure which one the WE gives precedence to, but I'm guessing it's the imported .txt file. And yes, it should be Units\HumanAbilityFunc.txt or whathaveyou in the Import Editor, otherwise the map won't look for the file in the right place.
Inserting the <race>AbilityFunc.txt and <race>AbilityStrings.txt files will successfully alter your buffs.
07-09-2003, 05:16 PM#12
Mm_Dave
Just do some tests.
I only used it to change buffs until now, for buffs it works perfect, because you cant change them in WE
Of course the path is units\
As I always create new spells I never had conflicts, but I think the spells from WE should overwrite the ones from mpq.
07-09-2003, 05:32 PM#13
STURMguy22
ok thx guys those are the types of responses i wanted. However i got one more question. How do i edit the buff of a custom ability that i make in WE. Whould i just edit the biff of the spell its based off of?
07-09-2003, 05:57 PM#14
Panto
Yes, in my experience that is true.
07-09-2003, 06:25 PM#15
Nemesis9x
to change a buff of a custom spell u gotta edit the buff of the spell it was based off of, so example you cant have two starfalls with different graphics. Some spells you can have more then one and some cant.