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Old 08-14-2007, 08:36 PM   #1 (permalink)
 
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World Edit FAQ

You ask me questions, I answer. All questions and answers will be shown in first post later on. If you answer a question, I will add you to "Participants" list.

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FAQ

Text Colouring in WC3
QUESTION: How can i get a FloatingText or a item in a Multiboard get the color of a player? In these 2 actions, it only accepts colors in percentage (% of red, blue and yellow).

ANSWER: It uses RED, GREEN and BLUE colours. A combination of these 3 gives any colour you can make in 32-bit pictures. So, for example 100%red + 100%green = yellow etc. You should experiment around with this to get some knowledge. Also, tools like Chaos Spectrum will help you alot. There is also good tutorial on that here.


Transparent Deep Water
QUESTION: Is the Northrend deep water the only deep water you can see the bottom? (I know that this question is pointless, but it is a particular I discovered some time ago)

ANSWER: Actually,yes. It has transparent water, letting you see cliffs. It is due to wc3 rendering, so that some lighter textures are rendered as transparent. So, Northrednd water textures are white, with some darker outlines, making it roughly 75% transparent.


Increase Hero Max Level
QUESTION: How do I increase Hero Max Level?

ANSWER: Go to Advanced (up there with file,edit,view etc.) - Gameplay Constants - Hero Max Level. The maximum is 10000, and default 10.


Custom Hero Glow
QUESTION: How do I get "Hero Glow" on custom heroes?

ANSWER: "Hero glow" is included in the model itself
to add a glow to a model, you must export it, convert it in a classic format, edit it with a model editor to add the glow, reconvert it in the mdx format, and import it in your map.
You should find what to do in details in the 3D tutorial section
You can also find a glow independent effect in the site's resources.


Back Facing
QUESTION: How can I create units behind a unit? This is for a spider hero, to simulate 'laying' eggs. If i base it off a normal summon, then it puts them in front of her.

ANSWER: You will need triggers for that:
Lay Eggs Spell
Events
Unit - A unit Starts the effect of an ability
Conditions
(Ability being cast) Equal to Lay Eggs
Actions
Set LOC = (Position of (Triggering unit))
Set LOC2 = (LOC offset by 64.00 towards ((Facing of (Triggering unit)) - 180.00) degrees)
Unit - Create 1 Spider Baby for (Owner of (Triggering unit)) at LOC2 facing ((Facing of (Triggering unit)) - 180.00) degrees
Custom script: call RemoveLocation(udg_LOC)
Custom script: call RemoveLocation(udg_LOC2)


Spell Importing
QUESTION: How do I import custom spells without having any data replaced?

ANSWER: Well, you will have to use JASS constants, which are in the first part of script. They are like handles or shortcuts, which lead script to data. For example:
constant Jump_Spell_AbilityId takes nothing returns integer
return 'A001'
endfunction


It is HIGHLY RECOMMENDED to use ONLY JESP spells to avoid importing difficulties.


Using Loops
QUESTION:How do I do multiple actions for all players without having to make, say, 6 actions per player?

ANSWER: You will have to use loops, and [A] and [b] indexes. Here is example:
Untitled Trigger 002
Events
Map initialization
Conditions
Actions
For each (Integer A) from 1 to 12, do (Actions)
Loop - Actions
Unit - Create 1 Footman for (Player((Integer A))) at (Center of (Playable map area)) facing Default building facing degrees

No, you will notice that we no longer use (Player(1)), (Player(2)), etc. Instead we use. INTEGER INDEXES INSTEAD, "Integer A". It changes each time until it reaches "to" value (12 in this case). I used "Conversion - Convert Player Index to Player" here.

Last edited by HappyTauren; 08-19-2007 at 03:02 PM..
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Old 08-14-2007, 09:37 PM   #2 (permalink)

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How can i get a FloatingText or a item in a Multiboard get the color of a player? In these 2 actions, it only accepts colors in percentage (% of red, blue and yellow).

Without Jass!

Thanks in adv.
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Old 08-15-2007, 11:25 AM   #3 (permalink)
 
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Is the Northrend deep water the only deep water you can see the bottom? (I know that this question is pointless, but it is a particular I discovered some time ago)
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Old 08-15-2007, 01:35 PM   #4 (permalink)

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Well HappyTauren, you didnt answer my question. I know how i can make a colored text, i just want it to get the color automaticly without me saying: you are red, you are green. If i add playernames to the multiboard i want to have a trigger which colors every row with the color of the player whos row this is..
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Old 08-15-2007, 02:53 PM   #5 (permalink)
 
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Quote:
Originally Posted by 1337Nemo View Post
Well HappyTauren, you didnt answer my question. I know how i can make a colored text, i just want it to get the color automaticly without me saying: you are red, you are green. If i add playernames to the multiboard i want to have a trigger which colors every row with the color of the player whos row this is..
you didnt ask me well then.
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Old 08-15-2007, 05:26 PM   #6 (permalink)

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it was quite obvious to me...

well, you might as well add the basic questions every FAQ has like how do I increase hero max level, ...
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Old 08-15-2007, 09:35 PM   #7 (permalink)

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I have a question..

How do I get "Hero Glow" on custon heroes?

Never really found out..
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Old 08-15-2007, 09:48 PM   #8 (permalink)
 
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"Hero glow" is included in the model itself
to add a glow to a model, you must export it, convert it in a classic format, edit it with a model editor to add the glow, reconvert it in the mdx format, and import it in your map.
You should find what to do in details in the 3D tutorial section

you can also find a glow independant effect in the site's ressources
i look for the link

EDIT: http://www.hiveworkshop.com/resources_new/models/80/
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Old 08-16-2007, 01:51 AM   #9 (permalink)

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How can I create units behind a unit? This is for a spider hero, to simulate 'laying' eggs. If i base it off a normal summon, then it puts them in front of her.
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Old 08-16-2007, 02:32 AM   #10 (permalink)

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Quote:
Originally Posted by YoshiRyu View Post
"Hero glow" is included in the model itself
to add a glow to a model, you must export it, convert it in a classic format, edit it with a model editor to add the glow, reconvert it in the mdx format, and import it in your map.
You should find what to do in details in the 3D tutorial section

you can also find a glow independant effect in the site's ressources
i look for the link

EDIT: http://www.hiveworkshop.com/resources_new/models/80/
Ty! Fixed, +rep
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Old 08-17-2007, 11:56 AM   #11 (permalink)
 
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Old 08-17-2007, 03:20 PM   #12 (permalink)

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k, next question because I'm having real annoying problems with this:
If I wanted to add a 5th race to the Melee game, I base my Town Hall unit on e.g. The human Town Hall or the orc Great Hall. I don't even make any changes to it. Yet, when testing, I get the "construct Town hall before you get revealed" message. In other words: in a melee game there are only 4 valid town centers, how do I add a 5th?
P.s. I have added the building to the Gameplay Constants tier 1, 2 and 3 buildings.

Hmm, in fact this sounds more like a question for Wehz, but I'm sure other people have this question too...
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Old 08-17-2007, 09:58 PM   #13 (permalink)
 
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Quote:
P.s. I have added the building to the Gameplay Constants tier 1, 2 and 3 buildings.
Not the texted one i suppose...?
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Old 08-17-2007, 11:56 PM   #14 (permalink)
 
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i have a few things i wanna ask, these might be the FAQs, but i cant find them

1. - how do i get damage and make floating text on unit?
2. - how do i change the text of the attribute icon, like each strength increase hero damage by 0.10 instead of each strength increase hero damage by 0, when its based 0.10
3. - how do i increase height of unit? the only trigger i found only works with flying units.

thanks, and i use normal WE.
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Old 08-18-2007, 12:10 PM   #15 (permalink)

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Quote:
Originally Posted by YoshiRyu View Post
Not the texted one i suppose...?
No, clearly the gameplay constants one. Haven't made any changes to the interface constants.

My fear is that I'll have to remove the victory conditions from the map initialization trigger and make custom victory conditions... However, it's going to be a pain in the ass to fake the melee victory conditions, as it includes multiple teams, multiple players, and "revealing" triggers... tbh I have no idea how to start on that...
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