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World Edit Trigger Patch (and units)

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
littlecramp
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
weaaddar
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
weaaddar
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
littlecramp
Quote:
Originally posted by MehpistoG
the download does not work:-( i really want that patch...

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
Rio
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
Rio
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.