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To Scio UMSWE

11-21-2002, 07:56 AM#1
Guest
1. when you make version 3.3 or something can you make it so that you can use all the doodads, tiles in every tileset on any tileset you choose

ie. you choose lordaeron summer tileset to start with, then you are able to pick tiles/doodads from any of the other tilesets to use on it

2. also when you go into the unit editor you can see like 150 units in neutral hostile but there are only 30 in the slot on the side bar where you pick the unit you want to place

ie. in the unit editor there is the enraged elemental but not in the side bar where you pick the units to place


Thx in Advance
11-21-2002, 08:17 AM#2
Electromancer
I may not be Scio, but i have something to say. The tileset idea is good, but it would cause problems. If youve ever used Zepirs world editor you would know what i mean. Plus if you can lay a grass tile from lorderon summer in a dungeon tile set that will add the cliff to the tile set as well, and it doesnt always add it in right since the coding or whatever adds in a preset wall type, not the same type of the grass. This is true for all the main tiles, and they are the most useful ones anyway. If he did something like that we would probably end up doing what we gotta do for the doodads right now. Just use Zepirs, its ezer. And i thought he fixed the creeps thing. Just make sure you have the updates in the folder they need to be in, and that you have the most update editor possible. It doesnt auto install or anything, so you gotta do it by hand everytime.
11-21-2002, 10:01 AM#3
Aka'lamanaia
it isnt in coding that cliff,its in cliff types slk or something.you need to add the cliff data from other tileset to other to use diffent kinds of cliffs with mixed tileset.
11-21-2002, 06:52 PM#4
Scio
Well the next version will be a SEMPQ, so u will ahve to delete the files from previous versions, but then it runs by itself. Also, doodads will be non-tileset specific in the next version. As for neutral hostile units, I had several complaits about load times, when all the units were on one spot, so i took it out, but with the next release, ill probably release a few copies of the editor in one zip so u can run which ever u want whenever u want. ie one with all creeps in one slot one without, one with just the hidden units and such for newbs so they dont mess anything up, so we'll see
11-22-2002, 04:06 AM#5
Guest
Quote:
Originally posted by archersRcheap
Just use Zepirs, its ezer. And i thought he fixed the creeps thing. Just make sure you have the updates in the folder they need to be in, and that you have the most update editor possible. It doesnt auto install or anything, so you gotta do it by hand everytime.


ive got zepir's editor but i dont really understand it and its hard to get use to it and what do you have to do by hand?
11-22-2002, 04:24 PM#6
Scio
extract the zip file to your war3 dir with the use folders option on, but if you wait till tonight or tomorrow afternoon ill release the SEMPQ so u wont have to install anything, all you do is run the file.
11-22-2002, 04:39 PM#7
Guest
To say...... I got a wierd LOW WALL problem. I created a map and put them around for walls. By the time i know it when i look around it was messed up. The wall suppose to be straight but this how it look like

-- - --\
- - i i i\

I saw the wall been like moved when i put them in map. But when i put a cinimatic it look normal until is over. Wall is cripple.
11-22-2002, 04:40 PM#8
Electromancer
I dont think the hidden units thing would be for newbs really. It makes it ezer to just lay them without having to do too many things on your own. And something that has bugged me for a while now, do you thing you can make the hidden units sounds editable. Meaning that they are in the same place as all the other unit sounds in the editor, because i havent found them yet if they are in there already. thanks.
11-22-2002, 04:46 PM#9
Xaran Alamas
could you enable shadow and sound editing in the next version too please?
11-22-2002, 05:57 PM#10
Scio
as stated numerous times before, the only sound field that does not casue desync, is the one thats in there, all the other extra unit fields casue desync in b.net games, if someone approaches me with a campaign team, i will give them the Campaign version of the editor, but i dont want that getting out and people blaming me for their maps desyncing on bnet. Also the hidden units all have sounds set available to edit, its just below selection size. And the doodad issue has been mentioned b4, i think its due to allowing it to be roated freely, so i might have to disable that for walls.
11-22-2002, 06:51 PM#11
Krakou
There is a field "canSleep" in UnitData.slk. I guess this is for making a unit sleep at night.

Editing this field could be nice.
11-22-2002, 07:56 PM#12
iwillkillu999
you could already edit it in the normal editor. it is just a box that you can put a checkmark in