| 03-13-2006, 11:41 AM | #1 |
This is a small change i've made to some UI files, so that the most basic functions of the Local Handle Vars can be used in GUI, i made it to help people that doesn't have the knowledge of Jass, so they still can benefit from the system. Features:
The Package: GUI Handle Vars v1.04 - Contains: - - Readme - - Executable - - GUI Handle Vars System Screenie: EDIT: Fixed a bug with the Load integer from Unit. |
| 03-14-2006, 05:59 PM | #2 |
I'm sure Vex will have a look at this, but please attach some form of image to make the site layout happy. |
| 03-14-2006, 07:27 PM | #3 | |
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| 03-17-2006, 03:49 PM | #4 |
Seems to work well, but why Handlers? Why not go with tables when making this? Neat idea, and useful for all those GUI mappers who can't or won't learn jass |
| 03-17-2006, 04:32 PM | #5 |
Haven't worked with tables before, so i don't know how to use them... But if i did, I would have made thoose instead, if they're ofcourse more effecient... |
| 03-17-2006, 06:16 PM | #6 | |
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I'll give Mike a poke to get this reviewed. |
| 03-17-2006, 06:23 PM | #7 | |
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I get yelled at no matter which way I call them, so from now on I will call them "those things". Mindworx, if you wanna learn to use tables just pop on msn and I'll explain the 1 tiny difference between them and those things. P.S. [email protected], and I learned how to use them from reading the shit vex has in the caster system and from peeking through some of Blade's spells. So what I know should be relatively reliable. |
| 03-17-2006, 07:03 PM | #8 |
Good work, MindWorX. However I'd like you to fix a few things before I'll approve it. * Please add a readme containing: 1. Version number. 2. Information how to use this: Simply tell the users they will have to copy the script from the JassVault + your extra functions to the map header and that they need to add a global gamecache variable named LocalVars. And tell them they shouldn't have a local UI folder in their War3 dir (because of overridden files) 3. Contact information: Your email or a link to this thread, or both, so people can report problems ... * The WE mod standard: We agreed a while ago that WorldEditStrings.txt is better not changed for WE mods for several reasons. Better add your custom strings in Units\UnitGlobalStrings.txt for better maintainability (when Blizz releases a patch) and also smaller file size. Simply add the section [WorldEditStrings] to that file and add your custom strings there (i think you only have 1 for the trigger category) Other than that I like it very much. Some things I noticed about the sample map: It has no name/author/description (Another Warcraft III map) and the effect doesn't end when the target unit dies (it ends when it decays). Other than that you did a great job, maybe you can add "Attach to Trigger" support in a future version. |
| 03-20-2006, 11:09 AM | #9 |
It's fixed now, i've updated the first post... :) Added Attach to Trigger, and added attach effect and attach point to the list too. Point was mostly added because not all people like to work with X and Y... Made an Readme too, and the version number of the Executable is in that Readme too, along with contact information. |
| 03-20-2006, 11:28 PM | #10 |
Yep, approved! Well done, MindWorX! |
| 06-10-2006, 07:06 AM | #11 |
excellent work! But I'm quite want to know how you can insert a new trigger to the editor without changing others? MPQDraft will load the new trigger file instead of the orginal one, as I know. Are you used some plugins? would you please tell me ? Thank you! |
| 06-10-2006, 09:31 AM | #12 | |
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PM Sent |
| 06-16-2006, 09:28 PM | #13 |
Can someone post a tutorial for this ![]() |
| 07-01-2006, 10:55 AM | #14 |
Lets see, i'm going to be away for some days now, but when i come back, i'll post a tut on how to make some different spells using this. |
| 07-05-2006, 06:14 AM | #15 |
So, lets say i store an integer in a timer with this. How do i retrieve said integer? |
