| 11-16-2002, 07:30 PM | #1 |
:P UMSWE V3.2 Code:
- Had to revert the events for unit enters and leaves region with condition to the old
style regions, so u cant use variables with them
- Destructable doodads can now have the same scales as regular doodads
- All doodads can now be rotated to any degree
- Fixed the attack one projectile speed to have the same limits as the other fields
- Increased max range to 30000
- Increased max aquisition range to 30000
- Increased max sight range (day) to 30000
- Increased max sight range (night) to 30000
- Unit Classification is now a string |
| 11-17-2002, 12:22 AM | #2 |
Finally, the unit classification is a string. Ive been waiting for that since Blink! died. And the fact that the doodads problem was fixed is good too. Im glad that you started coming to this site, otherwise we woulda been stuck with a crappy editor that didnt do squat. Thanks. |
| 11-17-2002, 02:32 AM | #3 |
lol well ive been over at umsmaps.com since wc3 came out, so if u guys would have been over there, you would have the editor for quite a while:ggani: |
| 11-17-2002, 06:00 AM | #4 |
Scio i am glad you released a new version... But still I cannot change the whole unit Data. And i must say that the last time i allready told Cookie that it did not work. Then with the new version it FINALLY worked... and now with your editor its gone again. I would be glad if you would FINALLY release a version where you CAN edit the Units Sounds and other stuff ok???:nono: :nono: :nono: :nono: :nono: :( :( :( :reallyang :reallyang :reallyang :reallyang :reallyang |
| 11-17-2002, 09:35 AM | #5 |
I like everything except the unit classification. I'll just change that back myself :P Which field is it in the UnitMetaData ? |
| 11-17-2002, 05:25 PM | #6 |
the unit sounds can be selected but the attack sounds etc cannot be done, its casues desync on bnet, y dont u like unit classification, there are only a few strings in the default options |
| 11-17-2002, 08:35 PM | #7 |
Cuz I don't use it for much anyways. Other than Peon, Mechanical, and a couple others I rarely use it. Might as well select them than type it in. |
| 11-18-2002, 07:53 PM | #8 |
Doodads resizing works fine in WE but not in the game. Only if I add the doodads.slk in war3patch.mqp it works. Has someone the same pb ? |
| 11-18-2002, 10:00 PM | #9 | |
umm did you read the readme???? Quote:
NEVER edit the actual mpq files unless you back up and are making a single player game. Scaling and rotating doodads requires adding a little extra size to your map, but thats only if its scaled beyond normal bounds, or rotating an object that doesnt normally rotate. |
| 11-18-2002, 10:33 PM | #10 |
Even when you tell them how to do it, its still not idiot proof. Maybe you should get a laser and burn what you have to say into everyones eyes so they actually read it. Overall your map editor upgrade has to be the best ever. Theres things that could be done that would help, but for now its great. Maybe you can make your own spell editor or implement someone elses into the actual WE. That would be something. Maybe some day blizz will make one that does that. |
| 11-18-2002, 10:47 PM | #11 |
that def an idea, but a little too indepth for what i have time for right now, but I do need suggestions for the next version, otherwise, there wont be an update this weekend, haven't gotten any negative feedback yet... |
| 11-19-2002, 06:11 AM | #12 |
Of course I did read the readme and I have implemented the 2 files in my map but it doesn't work. And for archersRcheap, I am not an idiot, I know how to implement files in my map, I have a lot files in my map that works great, but the doodads doesn't for me. Edit: Implementing the file in a copy of war3patch.mpq was just for testing if the path was correct and the file not corrupted. |
| 11-19-2002, 06:22 PM | #13 |
do u have the default load screen 4 ur map? |
| 11-19-2002, 07:02 PM | #14 |
Yes this was the pb. Thank you very much Scio. :D |
| 11-19-2002, 09:28 PM | #15 |
np, Just added that to readme too to avoid later confusion:ggani: |
