| 08-10-2002, 05:12 PM | #1 |
Guest | Has anyone discovered a way around the MPQ desync problem that plagues customized .w3ms? Is the best way to avoid it just not editing the .w3m at all? I only ask this because I was counting on a custom AbilityFunc.txts to sort out ability problems in my madness/gladiators hybrid. Thanks for any response. |
| 08-11-2002, 05:20 PM | #2 |
Custom w3m that have slks and txts inside can work ok on bnet. The problem is wich files you're adding to the w3m. The followinf file WILL NOT WORK EVEN IF YOU ADD THEM TO THE W3M. ************** Units\MiscData.txt UI\MiscData.txt UI\MiscUI.txt UI\SoundInfo\MiscData.txt config.txt UI\war3skins.txt UI\SoundInfo\EnvironmentSounds.slk UI\SoundInfo\EAXDefs.slk UI\SoundInfo\AnimLookups.slk UI\SoundInfo\MIDISounds.slk UI\SoundInfo\UnitAckSounds.slk UI\SoundInfo\UnitCombatSounds.slk UI\SoundInfo\UISounds.slk UI\SoundInfo\DialogSounds.slk UI\SoundInfo\AmbienceSounds.slk UI\SoundInfo\AnimSounds.slk UI\SoundInfo\AbilitySounds.slk UI\SoundInfo\PortraitAnims.slk UI\WorldEditData.txt UI\WorldEditGameStrings.txt TerrainArt\Terrain.slk units\AbilityData.slk units\UpgradeData.slk Splats\SpawnData.slk ********************* |
