| 09-24-2004, 06:47 PM | #1 |
| 09-25-2004, 11:12 PM | #2 |
thx 4 the tips |
| 09-26-2004, 12:05 AM | #3 |
So, converting the map to custom script for the described problems should have it working again without editing the Blizzard.j file? |
| 09-26-2004, 11:28 PM | #4 | |
Quote:
And for the variables there is no solution beides editing the we |
| 10-01-2004, 12:04 PM | #5 | |
Quote:
The 1.17 version of WEU already fixes these bugs by removing the ,integer parent-type glitch. I'll tell SCF to also take care of this in his UMSWE update. I'm sure Blizzard will follow, haha |
| 10-04-2004, 06:14 PM | #6 |
Blizzard made a s$%t with the WorldEditor during the new patch. For example, Big Bad Vodoo no matter how you edit buffs still makes the red stuff which is the caster's special effect work. That is a serious bug. That is the biggest bug. Also, targets no longer seem to be affected the way they were. Also, now I can't seem to find a single target channeled spell except Channel (which is a very bad example) and Aerial Shackles (Which immobilizes the target). They made a damn nothing by changing the engine the Drain worked. Aaah... I wish there still was a such channeled spell. Oh, and what does the "Damage type" variable do? There isn't even a real trigger to put it in action. Like "Damage type of (Damage Source)" so it's useless. I wish WE Unlimited would fix these stuff and put them as an addition. |
| 10-12-2004, 11:32 AM | #7 | |
Quote:
It's maybe cuz I realized that if you remove a buff from an ability which's base spell has a buff then it uses the default art. For example try leaving Life Drain with no buffs -> it still gives you lightning effects and attaches effects to the caster and target. You should try to add a different buff to it and then it would probably no longer give you the red stuff (it doesn't even have to have an effect). BTW on my problem with life drain giving me such a problem I replaced all buffs with new ones based on the originals. A funny thing was that there is a buff which it uses but you acctually can't edit it nor can you base anything on it! o_O Heh so I just had to add 2 "(Caster)" buffs and everything worked fine. So that's for you ppl making Drain Life based spells ;) Martinez |
| 10-21-2004, 10:35 AM | #8 |
Guest | why is this stickied when the link is broken? o.0 I have another question! Why does this function make WE crash: Code:
function makeWEcrash takes real r returns real return 0 endfunction While this one doesn't: Code:
function makeWEcrash takes real r returns real return r endfunction And this one does: Code:
function makeWEcrash takes real r returns real return I2R(1.1) //invalid argument endfunction and, most importantly, this one does: Code:
//========================================================
// parse the rgb values from the global color array.
//
function GetRealRed takes integer i returns nothing
// i is the tr[] player index.
set i = S2I("0x" + SubString(udg_colorcode[i], 0, 2)) // btw, it's not^W^Wit is this line that makes it crash... >.>
return I2R(i) / 255 * 100
endfunction...n/m, I think I answered my own question ^ ^ However, I have another question. Does anyone know any way (other than a bunch of if/then statements) to convert string to, um, hexadecimal integer? Oh, tip for other WE-frequent-crash-experiencers: you can recover lost code from the map script in the temporary folder WE creates when it saves. |
| 10-21-2004, 01:14 PM | #9 |
Oh great, blizzard deleted the post instead of fixing the bug. And it crashes because 0 is an integer, you should use 0.00 . The other one, I2R needs an integer argument, and 1.1 is real and the third one is a returns nothing function, it shouldn't have a return statement |
