| 04-24-2005, 06:47 PM | #1 |
Guest | ok, so i've been playing with WE all day and i've yet to come up with anything satisfying. thus, i'm frustrated...is this the right forum for me to be in because when i say i'm new i haven't touched WE before. i've barely been able to pick up any information while browsing around the various threads and it's killing me. i've been able to make a custom hero based off the archmage but thats it. will somone answer/respond dto my questions/comments!! or at least point me somewhere i can get the answered! 1. how do i make a start point without having a townhall and 5 peasants? 2. why is it then when all i have is a townhall and 5 peasants that suddenly without doing anything i get more and more and more and more. even when the food runs out i'm getting fucking peasants. soon the whole map is filled with lovely peasants that came out of no where. i didn't order the peasants! i don't want the peasants! 3. i want to set up some basic objective like kill the other team's hero and win. how do i go about doing this? 4. this peasant thing is also happening for blue too. i think this is because the computer thinks it should be a diverse field of unordered peasants that i love soooo much. 5. oh oh oh i would love to set up a shop on the map where i can buy custom items, how do i do that? 6. wow, how do i even make custom items? 7. oh oh oh how about some very basic term help...like what a trigger does...or function and what not!! please help me. ![]() |
| 04-24-2005, 08:26 PM | #2 |
1. You must remove the trigger called melee initialization in the trigger editor. 2. maybe you just placed a periodic trigger that creates peasants? delete it. 3. setup a trigger like this Code:
Event: A unit dies Condition: Dying unit equal to (enemy's hero) Action: End scenario in victory for Player 1. 4. i don't understand. 5. in the object editor, create your custom items then to place it, edit the unit called Goblin merchant. Find the line called "Items unit sells (or something like that, sorry i can't remember)". Add your items there and place the Goblin Merchant on the map. 6. phew, on the object editor again, go to the items tab then find the item you wish to edit. You'll find it's abilities, icons, etc there. Edit those to make a custom item. For it's abilities, you can look at the abilities tab. For example: A claw of attack has the ability "Item attack bonus". To edit it, go to abilities tab, CTRL+F, then type "Item attack bonus" and then edit it now. 7. For that, look at the tutorials section. I'm sure you'll find some things there. |
| 04-24-2005, 08:35 PM | #3 |
For number 4 see divines answer to number 2 |
| 04-24-2005, 08:57 PM | #4 |
Triggers are a mechanism that allows you to specify any exceptional mechanics of the game. By this I mean, the basic mechanics are everything the game does on it's own based on the player's commands through the standard interface. So, for example, units moving around because a player orders them to is a part of basic game mechanics. However, when the player recieves a new quest because his hero entered some region, that's exceptional mechanics, and is caused by triggers. In a standard melee game, there are only a few triggers, the ones that spawn the default starting units for each race or the ones that defeat a team when it has no more buildings, for example. In a campaign or a custom game, there's usually a whole lot more stuff happening because of triggers. Triggers are event driven: they will do their stuff on game-events that you specify for them. There are all sorts of events that can cause a trigger to do things, examples are such as when a unit dies, or when the game-time reaches a certain value... once an event occurs, all trigers that are specified to run on that event will run, if their conditions are true. For example, more triggers can run on a "unit dies" event, but if the dying unit is a peasant, but a trigger has a condition that requires the dying unit to be a footman, then that trigger will not run on this occasion. Now we get to the final stage of the trigger: once it runs, it will execute it's actions. These can be all sorts and can manipulate many aspects of the game. Just some examples would include creating new units, modifying their life and mana values, adding new quests, and a whole lot more. Triggers support the use of varaibles, if-then-else statements and loops, making them a true programming language (albeit a very specialised one), and that makes the World Editor one of the most powerfull game editing tools around. |
| 04-24-2005, 10:16 PM | #5 |
Guest | thanks a ton...everything worked. i mean i don't have anything close to being considered a working map but the help stopped what was frustrating me. i'll keep browsin around the tutorials for helpful stuff. i'm just looking for the very very basics right now (anitarf thanks a bunch for the triggering explanation). if anyone has a link that would be much appreciated. |
