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Importing Files into Maps in WC3 v. 1.03

10-11-2002, 12:49 AM#1
Guest
As of patch 1.03, I'm having serious problems when importing modified game files (specifically, <race>AbilityFunc.txt and <race>AbilityStrings.txt). Only 1 or 2 changes actually take effect, even though my method for import has been unchanged since before the patch. Has anyone else experienced this problem?

The only thing I can think of is that the new addition of the new spells/abilities metadata .slk is somehow preventing these kinds of changes. I can't explain it.

And it's driving me nuts.

Grym
[email protected]
10-11-2002, 01:33 AM#2
dataangel
I haven't investigated this myself, but the problem could have to do with all units having ability slk entries now. Open up war3patch.mpq and extract those files, and make the same changs to them, then import them into your map again. That should work.
10-11-2002, 02:14 AM#3
Guest
I just tried it. It's a good idea, but it didn't seem to have much of a difference.

For testing purposes, I modified the text entries for the Curse ability and have placed both a Banshee (which has Curse as a learnable skill) and a Satyr Shadowdancer (which has Curse (Neutral Hostile) as an innate skill) to see if the change took effect. None :|

Grym
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10-11-2002, 02:55 AM#4
Guest
I've tested this a bit. It looks like this... the patch added most of the abilityfunc.txt and all of the abilitystring.txt files to the war3patch.mpq, and now it won't use the files added into maps anymore.
Human, Orc and NightElf abilityfunc.txt modifications still work, because these were not added to the patch.mpq.

This doesn't look so good. I sadly don't have any idea what could be done about this. Especially the fact that NONE of the string.txt can be changed is annoying.
10-11-2002, 03:08 AM#5
Kojiro
Someone sticky this...
10-11-2002, 03:13 AM#6
Guest
I knew it.
Dangit that's going to really piss a lot of people off. Myself included.

Grym
[email protected]
10-11-2002, 03:58 AM#7
Guest
Oh crap, this is looking bad...
This seriously needs a sticky!
10-11-2002, 04:00 AM#8
Guest
Best I can figure, Blizzard put these in the patch .mpq in preperation for the apparently-forthcoming spell editor (as insinuated by the appearance of a metadata file for spells/abilities). I'm glad that they're implementing it, but in the meantime, I wish their method didn't knock out ours.

Grym
[email protected]
10-11-2002, 01:07 PM#9
Guest
Though if it was in preparation for something, I would expect to see all the text files. I think the ones added simply were the ones actually changed by the patch. New spell information and new commands. For example, "frost armor (Autocast)" was added to UndeadAbilityFunc.txt. And patch.mpq gets priority in this case. If it didn't, the current maps with modified txts wouldn't have gotten such things as autocast frost armor, but at least they could have been fixed to have it by the map makers through adding these new entries to their modified files. Doesn't seem possible to fix these maps now...

And... shouldn't there be a field for X and Y position of the ability button in abilitymetadata.slk? I don't see that now, but I guess they could add that at any patch. It seems to simple to let us change the position buttons, and that turns out to be one of the most annoying problems (at least for me).
10-11-2002, 10:47 PM#10
Dinadan87
Hopefully Blizzard is planning on adding new features to WorldEdit. It seriously lacks in a few ways that Blizzard could probably fix. I don't see why you can't modify upgrade costs, spell mana costs, etc. They did add some more dialog buttons in the latest patch so obviously the haven't completely stopped working on it. We'll probably see more WE upgrades in the future but perhaps nothing as significant as a spell editor :(
10-11-2002, 11:22 PM#11
Kojiro
Does anyone know if you can just preload the .txt files in game?
10-12-2002, 01:59 AM#12
Guest
Already tried to force a preload of the text files with triggers; had no effect.

Grym
[email protected]
10-12-2002, 02:42 AM#13
dataangel
GrymReaper, post your map or your triggers for preloading -- there are a bunch of ways to do it wrong. For example, it must be at map init, no other time will work. Also, have you tried loading from a file list as well as the individual file? Have you experimented with the begin preloading trigs, etc.?
10-12-2002, 03:21 AM#14
Guest
Trigger: Startup
Event: Map Initialization
Action: Preload file "Units\UndeadAbilityStrings.txt"
etc.

is the only method I've tried... I've never used preloading before - never had a need to - so I guess it would be a good idea for someone more used to preloading to test it more extensively. Although, honestly, I doubt it'd make much of a difference.

Grym
[email protected]
10-12-2002, 04:07 AM#15
ph33rb0
You'd think it'd work...

Post something to help us out angel.