| 08-11-2002, 08:44 PM | #1 |
Guest | I've create a prelimary version of my editor patch. http://goldenurg.tripod.com/files.html It allows GUI to do some things previously only possible in custom text (and in the case of a new variable type not even then). The most interesting in my opinion is the ability to add events to a trigger as an action (so you can use a pick all or for loop to create multiple repetive events). Including Pick every player and do add event player owned unit event( trigger, (picked player), dies ) or even use arrays in events. Installation: Extract the files into your warcraft directory (should create a Units and UI subdirectories). This enhancement also includes the hidden units which I downloaded from somewhere. If you know who made it let me know. So far: I've added 1 new variable type called RegionX. You can do a simple equals/not equals comparsion of RegionX variables and functions. Including the new Event - Triggering RegionX. Actions: (Advanced) Create Dialog Button with Hotkey If you know the key code for the key, you can set a hotkey "A=65" (Advanced) Set Max Units by Type This allows you to restrict units (and buildings) to a maximum number by type. (Advanced) RandomDistAddItem (Advanced) RandomDistReset Might be useful. (Advanced) RegionAddCell (Advanced) RegionAddCellAtLoc (Advanced) RegionAddRect (Advanced) RegionClearCell (Advanced) RegionClearCellAtLoc (Advanced) RegionClearRect Using RegionX variables, these functions should allow you to move or redefine RegionXs and maintain their associated events. (Advanced) SetHeroAgi (Advanced) SetHeroInt (Advanced) SetHeroStr Change a hero's stats. (Advanced) UnitAddItemToSlotById Add an item to a hero's inventory in a particular slot. Event Add actions: Using the add event action you can create events for triggers using loops and after an array initialization is done. Note that once you create the event changes to the variables will not affect the event triggering (same as normal events). In addition to most of the normal events: (Advanced) TriggerRegisterDialogButtonEvent If you want to trigger directly on a button click. (Advanced) TriggerRegisterEnterRegionSimple (Advanced) TriggerRegisterLeaveRegionSimple These are for RegionX enter and leave events Functions: (Advanced) New Dialog Used to initialize a dialog array or clear a dialog variable. (Advanced) Event Response - Triggering RegionX RegionX event region (Advanced) Is point in regionX (Advanced) Is unit in regionX RegionX functions like Region counterparts (Advanced) CreateTimerBJ Used in initializing timer arrays and before creating timer events. (Advanced) CreateRegion Create a regionX (Advanced) RandomDistChoose Use with RandomDist actions. Many of these are not throughly tested. If you discover any problems, let me know. Likewise, if you know about functions usable in custom text I'll consider adding them to the GUI. |
| 08-12-2002, 10:15 AM | #2 |
Wow, goldenurg, you are still as great as you were creating the chess map for starcraft! Request-Can you make event to detect unit casting spells/magic? |
| 08-12-2002, 05:56 PM | #3 |
Guest | the download does not work:-( i really want that patch... |
| 08-12-2002, 06:46 PM | #4 |
Guest | The tripod download should now work. Someone said GoZilla or other download program might work if your browser isn't. |
| 08-12-2002, 06:47 PM | #5 |
Guest | I can only add things which actually exist. If you can do it in the custom text mode, then it can be added. Otherwise probably not. |
| 08-12-2002, 09:29 PM | #6 |
GU I have a question is there a way to detect a current units agility inteligence and strength though I haven't done much research into it it would be helpful. |
| 08-12-2002, 09:34 PM | #7 |
Guest | I don't see any functions for reading the hero attributes. |
| 08-12-2002, 10:02 PM | #8 |
Guess my method of knowning how much stats you gain and start with is the way to go :/ Thank you for discovering the SetHeroInt/StR/Agi Cuz I was doing it the old fashion method of using a tomb of int/str/agi. |
| 08-13-2002, 04:24 AM | #9 | |
Quote:
Go to (GoldenUrg)his main page http://goldenurg.tripod.com/files.html and look for Warcraft III WorldEdit Trigger patch |
| 08-13-2002, 04:36 PM | #10 |
You should make a version compatible with WE EB. I don't think this one is, it's trying to make me overwrite some files. |
| 08-13-2002, 09:18 PM | #11 |
Guest | GoldenUrg, would you mind explaining what a regionx variable actually is? Im not sure I understand what differentiates a regionx variable from a normal region variable. |
| 08-14-2002, 02:29 AM | #12 |
Guest | A normal region is a rectangular area on the map. A RegionX is potentially any shape and is what WC actually uses for region events (enters and leaves). I have not yet determined whether reshaping (or moving) a regionx will effect preexisting trigger events. To use a regionx, use createregionX to define it. Then use AddRect to add a region to it. You could add more than one if desired. Then use the Add Event action to make it an event of an existing trigger or simply use the RegionX boolean functions (unit is in regionX, for example). If you use add event, you can also use getTriggeringRegionX function in it. |
| 08-14-2002, 02:33 AM | #13 |
Guest | As for compatibility, which file is it overwriting? If it's the units/UnitUI.slk then you can ignore it. Otherwise, where do you get WE EB? |
| 08-14-2002, 02:41 AM | #14 |
Actually, it's the file "WorldEditStrings" that's conflicting. WE EB comes with its own version, and so does your patch. |
| 08-15-2002, 01:42 AM | #15 |
Guest | I've posted a compatible version on my site. http://goldenurg.tripod.com/files.html Let me know if you have any problems. Note that this is 1.1 so there's some minor improvements over the original version too. |
