| 05-26-2004, 10:30 AM | #1 |
I stopped making maps about 1 year, forgot all le... Hope some1 can help me with my questions listed below: 1. How to count dmg? 2. Do i need to make a map 1st and than import it into camapign editor or the other way round? 3. How to make a map link to a new one and can link back to the old map (like in Orc Bonus Campaign ) 4. On what situation we need to use variables. And what is varaibles? 5. How to order a spell learnt and send it into spell book list after learned? Is there a way? 6. How to cr8 quests? I mean, quest that need alot of steps. 7. How to delete 10 special effect at 1 time? 8. how to cr8 a trigger for cinimatic skip, so tt people who played b4, no need to watch it again.? 9. Do i really need 3d max to support Blizzard's offical modelling tool? 10. How to change fog slowly from X colour to Y colour? 11. How to cr8 a cam tt do as the same thing in WOW? (1st person) 12. How to cr8 mutlileaderboard (i mean the new leader board) 13. How to check if quest"s" is completed? 14. Where is the fastest place to learn custom text or JASS? 15. How is "sin" "cos" "tan" caculated? it seems diff at my country here. 16. What is custom script? I dun understand at all. NEW! TTs all for now. Thx in advance! |
| 05-26-2004, 04:46 PM | #2 |
1. You mean damage from an attack? Or a spell? 9. I believe so, yes. 12. There are multiboard triggers in the GUI now, just like the leaderboard. 14. Make GUI triggers and convert them to custom text. It's not the prettiest or most efficient code, but it helps you learn quickly. |
| 05-26-2004, 05:49 PM | #3 |
4 and 6.Variables are one kind of "holder" for information, made for making data easily (or more easier to) accessable. For example, when you create a unit on the map via triggers, you can set it as a variable, instead of using Last created unit. For single units the latter is more useful, but when creating many units at a single time, using it isn't possible (or convenient enough) so thats where variables come in. There is also many other info you can store in variables. Just to name a few: Abilities, buffs, boolean, integer, quests, game cache, leaderboard, multiboard etc. Pretty much everything. Variables are most commonly used in quests (I think) in order to determine if the quest is passed or not. Ie, when the quest starts, a variable has a value 'false'. The triggers related to the quest work only when the value is 'false' and when the quest is passed, the value is changed to 'true' so the triggers containing the quest won't work anymore. But the finer details for creating a quest you must ask from someone else, i don't quite handle them yet. Check the tutorials section, surely there is a tut for creating quests. |
| 05-26-2004, 06:09 PM | #4 |
About the quests: the quests you see are just a graphical representation of what must be done in order to finish the mission succesfully. In other words, quests by themselves are not necessary for a map to run, they are just there to tell the player what to do. So basicaly, you make a trigger that creates the quest, and another trigger that, when a certain unit is killed, or a location reached, or anything similar that is a goal of the quest, marks the quest as completed. The quests being marked as completed or not do not affect actuall gameplay; you can end the game in victory or defeat with triggers whenever you like without them. They are there only to inform the player of what must be done. When working with quests in practice, you must always, when you create a quest or a quest condition, save it into a variable. That is because the only way to further manipulate quests or quest requirements (mark them as failed or completed) is with "last created quest" or through variables, and if you have multiple quests, then the "last created quest" is not enough. What are the quest requirements that I spoke of? These are sort of sub-quests; They are displayed under each quest in the quest tab, and tell you what must be done for the quest to be completed. For example, you have a quest titled "Vengeance" with quest conditions "Slay the evil bandit that killed Burbug's son", "Bring the bandit's heart to Burbug" and "Your hero must survive." . Now, you store these conditions under variables as you make them, and then, when the bandit is killed, you mark the first requirement as completed, and when your hero comes to Burbug and has an item named "bandit's heart" (which is dropped when the bandit dies), you mark the second requirement as completed, and the whole quest as well. |
| 05-27-2004, 01:04 AM | #5 | |||||
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You create a acmpaign and then add maps that already exist to it, so yes, you need to create maps first, then add them to the campaign. Quote:
This isnt easy to explain, the best way is to open the maps themselves and see how Blizzard did them. Thats how I did it. There is a thread on this somewhere, but i was unable to find it. basically, u need to get winmpq from the downloads section, then extract the war3x.mpq, the maps are in there (i think, it might be one of the other mpqs there). then just export the maps and open them in WE. the triggers are crazy, and really complex, but take a while and they arent too hard. Quote:
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Thats most of the stuff that wasnt answered, cept the stuf im not sure on. someone really smart is bound to come by soon and help. :D |
