HomeUser Control Panel (unavailable in archive)ForumsTutorialsArt GalleryResourcesMaps

First contact

01-02-2003, 02:23 AM#1
Guest
As the fan I am of mapping, as soon as I got Warcraft 3 and played a few levels to catch up, I launched myself into the editor, I've explored a lot about triggers and scenario and there are many things I just can't figure out, althought some might sound stupid to most people in this community.

Remember I'm using blizzard's oficial editor
And forgive my inglish, I'm from argentina

1. complements overplacing:

This doubt started when I first tried to lay a wall (I just love walls, why can't they be built in game??), you put on one section of the wall, but when you try putting the second adyacent to the first one it becomes red and won't let you put it, it makes you put it one smallest square unit separated from each other, when the wall is meant to be continuous.
Also in some scenarios as the caves of the oracle in the orcs campaign you can see stone arches with one of their columns in the veri same place wich the editor won't let you do
Help me out on this please

2. Multiple events

In my first scenario I tryed to set a group of creeps guarding some jails with gobblins trapped inside, when you kill the creeps, trolls I set, the jails are broken and the gobblins get out and starts a cinematic.
All of this worked out perfecly exept for one thing
The group is composed by 4 trolls, 3 regulars and a shaman troll.
All of what was meant to happend, the jails destruction, de gobblins generated and the cinematic, happens 4 times, one for each killed troll

3. Scared civilians

When something like a dread lord is wondering arround in the middle of a city civilians are meant to get scared and run away even before they are attacked by the demon, but I only managed to do such with one triger for each civilian.
If someone has a shorter way of doing this please help me out, not only to save time but to save playability
01-02-2003, 02:44 AM#2
Guest
1. You need a custom World Editor that allowes placing Doodads anywhere..

2. Uhm are you using preserve? cause that might cause it.. otherwise You'd need to post the trigger so we can debug it..

3. No Idea..
01-02-2003, 03:26 AM#3
ChronOmega
actually to put doodads anywhere

1 place it on the map near where its supposed to be

2 select it

3 while holding down control use the numpad to move it

4 these teps will llow you to move thing w/o collision
01-02-2003, 04:03 AM#4
CBWhiz
1. control + numpad

2. either TURN OFF TRIGGER as an action if you want it to happen when you kill ANY unit in the event or

Troll 1 is dead, troll 2 is dead as a condition

3. unit group - ick all units around dreadlord in radius 128,128 and order thenm to move to random location in town (periodic trigger)
01-02-2003, 08:04 AM#5
Guest
Thanks, the doodad worked out great, the other two i'll test tomorrow, anyway I've just remembered something else

The bridges, they never apear at the very same position the look on the editor, they can apear a little upper or llower, getting off from the edges height, making units make a jump to the bridge or being unable to put foot on it, someone knows a way of ensuring the bridges real position It'll help a lot

Also the names of the "parts" of the units except fot the head remains a mistery to me, although I haven't needed to use another part so far it would be nice to know them, just in case
01-02-2003, 08:08 AM#6
Guest
Elevation,

Step1: Place bridge at gap

Visual1: i ussualy use a camera to zoom in on side to see if its even

Visual2: Ewww its no were near even...

Step2: Raise terrain, using not cliffs. but Elevation Raise the elevation a bit.

Visual3: i use camera to then check again, Looks good! :D


Thats it, hope this helps you alot.
01-02-2003, 08:11 AM#7
Guest
Nop, done that already, the bridge shows up totaly diferent than in the editor, also I tryed doing some reverse engeniering to maps that haves bridges, selected the bridge moved it and never been able to set it down in the same place it was without doing undo
01-02-2003, 10:11 AM#8
Sytadel
Bridges: Select the bridge, hold shift, then use PgUp and PgDown to move it up and down into the right spot.

Trolls: Add all the units there into a unit group (Unit Group - Add Unit), then with the event, use a condition to see if there's no units alive in the group. If they're all dead, break the cages.

Civilans: You could use Unit Group - Pick Every Unit in and order all the civilans to move to a random point away from the dreadlord.