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Warcraft Discussion Discuss topics related to Blizzard's Warcraft franchise, including Warcraft I, II and III. Ask questions about anything not covered in other forums. Want to discuss topics related to World of Warcraft? Go to the World of Warcraft Forum. |
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09-18-2008, 09:57 AM
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#1 (permalink)
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Mighty Map Maker
Join Date: Aug 2006
Posts: 1,954
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Hold Position or Patrol
Hey guys!
I have a spell book system, but I deleted the attack button and put it instead of it. However, now testers said to me that it was a bad decission and I should put it instead of hold position or patrol.
So, is it possible to do this? To delete hold position or patrol and put spell book instead of hold position or patrol? It would be nice boost for the campaign if this can be done. I will give rep the one who can help me. If this needs something more, credits will be also given.
Thanks beforehand.
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09-18-2008, 01:35 PM
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#2 (permalink)
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N o 0 o () o O l3
Join Date: Mar 2008
Posts: 73
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you can't really remove hold position,just use a trigger that is activated when a unit is given an order,then check with a condition if that order is hold position and then order the unit to open the spellbook :) hope you understand what I'm suggesting ^^
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09-18-2008, 01:54 PM
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#3 (permalink)
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Mighty Map Maker
Join Date: Aug 2006
Posts: 1,954
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Not really, can you pehaps do a test map for it? I give ya some credits!
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09-18-2008, 02:24 PM
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#4 (permalink)
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User
Join Date: Sep 2008
Posts: 63
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I don't believe you can remove stop, although you may be able to remove patrol. If you remove the stop ability, it messes up the game (units just can't stop =/ lol. Alternatively, you could make a trigger to detect when the buttons are pressed then open another spellbook.
Edit: Demo map attached. Took longer then I thought to make.
Notes:
1) You cab use the trigger "Enable/Disable ability" to keep the spellbook invisible until you need it.
2) Change the icon for stop to the spellbook. You may need to do MPQ importing or use a World Editor with the stop order visible, for editing directly.
#) You can put the spellbook on a dummy unit and use triggers to: select another unit, open a spellbook, select the previous unit, and the spellbook should work for the unit without it. Note: I don't remember if that's the exact method, or if there are any bugs with it.
4) You may be able to remove patrol without problems (of course you can't patrol anymore). Use "Enable/Disable ability" at map initialization to remove it. To find the ability Id use triggers to detect the patrol order and display it.
Last edited by zandose; 09-18-2008 at 02:56 PM..
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09-18-2008, 03:09 PM
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#5 (permalink)
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Mighty Map Maker
Join Date: Aug 2006
Posts: 1,954
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First of all, thanks for your comment, zandose.
Currently, I use all six spaces like you see from this picture:
Quote:
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Originally Posted by zandose
3) You may be able to remove patrol without problems (of course you can't patrol anymore). Use "Enable/Disable ability" at map initialization to remove it. To find the ability Id use triggers to detect the patrol order and display it.
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This sounds very, very juicy. Perhaps you could put it to the map of yours? And I don't really get what you changed in your map. :D
However, rep to you already.
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09-18-2008, 03:41 PM
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#6 (permalink)
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User
Join Date: Sep 2008
Posts: 63
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Quote:
Originally Posted by Aeroblyctos
This sounds very, very juicy. Perhaps you could put it to the map of yours? And I don't really get what you changed in your map.
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I'd be clad to, but you'll have to wait a day or so. I have to go to work soon and I won't be able to do it until tomorrow.
BTW, those icons look very cool. If you need more room you could look into replacing those abilities with spellbooks and using hotkeys for quick-use (Q-R, A-F, Z-C, V=Cancel). Once a ability is used you can force close the spellbook with triggers.
Edit: Had a few minutes before I had to leave, I ran a test to remove patrol and it didn't work. I'll need to do more research later. I know I've seen forums on removing it.
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09-18-2008, 03:58 PM
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#7 (permalink)
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Mighty Map Maker
Join Date: Aug 2006
Posts: 1,954
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Quote:
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Originally Posted by zandose
I'd be clad to, but you'll have to wait a day or so. I have to go to work soon and I won't be able to do it until tomorrow.
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No problem.
Quote:
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Originally Posted by zandose
BTW, those icons look very cool. If you need more room you could look into replacing those abilities with spellbooks and using hotkeys for quick-use (Q-R, A-F, Z-C, V=Cancel). Once a ability is used you can force close the spellbook with triggers.
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Well, the system is not like that. Actually the spell book is in that attack button's position.
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09-19-2008, 05:26 PM
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#8 (permalink)
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User
Join Date: Sep 2008
Posts: 63
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Hi again, I did some research and it seems that you can't remove buttons anymore (blizzard patched it). Once upon a time you could overlap most/all of the buttons, hiding most of them.
The only button you can get rid of in normal WE is attack. In the object editor, on your hero, find "Combat - Attack 1 - Show UI" and set to false.
Also, although you cannot remove the other buttons you can move it to a different place on the command card. Edit and Import the file "CommandFunc.txt" into your map, which can be found in the war.mpg file (mpg viewer needed).
The map below has attack removed and the other buttons at the bottom.
Edit:
Another idea, whenever your unit is selected, (triggers) force open a spellbook, giving you 11 spaces.
You may be able to detect closing of the spellbook. If so, replace the cancel buttons icon with a ability icon and use it as a ability.
Last edited by zandose; 09-19-2008 at 05:58 PM..
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09-19-2008, 06:23 PM
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#9 (permalink)
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Mighty Map Maker
Join Date: Aug 2006
Posts: 1,954
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Oh, nice to see you again.
Quote:
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Originally Posted by zandose
The only button you can get rid of in normal WE is attack. In the object editor, on your hero, find "Combat - Attack 1 - Show UI" and set to false.
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This is already done. I still need more space.
Quote:
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Originally Posted by zandose
Also, although you cannot remove the other buttons you can move it to a different place on the command card. Edit and Import the file "CommandFunc.txt" into your map, which can be found in the war.mpg file (mpg viewer needed).
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This is not needed.
Quote:
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Originally Posted by zandose
Edit:
Another idea, whenever your unit is selected, (triggers) force open a spellbook, giving you 11 spaces.
You may be able to detect closing of the spellbook. If so, replace the cancel buttons icon with a ability icon and use it as a ability.
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Sounds wierd, but is there ao option that attack button could be inside a spell book?
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09-19-2008, 08:07 PM
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#10 (permalink)
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User
Join Date: Sep 2008
Posts: 63
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No, but you can make a attack dummy ability (use channel) and add it to the spellbook.
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09-19-2008, 08:45 PM
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#11 (permalink)
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Mighty Map Maker
Join Date: Aug 2006
Posts: 1,954
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09-20-2008, 11:41 PM
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#12 (permalink)
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User
Join Date: Sep 2008
Posts: 63
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The attached map has three things. A spellbook with a dummy ability for attack. A trigger to detect when the dummy ability is used and order the unit to attack (unit)/attack-move (point/location). And another trigger to force-open the spellbook.
Notes: I was moving to a new place so I couldn't do this earlier. Also, why do you need a attack button in the spellbook. With the spellbook open the game still detects mouse orders for attack. It's just a waste of space.
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09-22-2008, 08:15 AM
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#13 (permalink)
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Mighty Map Maker
Join Date: Aug 2006
Posts: 1,954
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Okay, I just looked the system. The spell book system is bad and I don't like it. It also somehow lags which is very bad. But the attack system was cool, I think I'm going to put that to the campaign. However, I seen a little problem with that too. When I had many paladins and I put all to attack move to a specific place, only one paladin moved. Is this possible to repair?
Is that attack button finished? Is is leakless? Is is ready to put to the campaign? And when I put it, you will have your rep + credits at the campaign.
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09-22-2008, 05:01 PM
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#14 (permalink)
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Mighty Map Maker
Join Date: Aug 2006
Posts: 1,954
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Btw, I'm not using NewJassGen or whatever. So I would like to have this with basic GUI or JASS(campaigns bug if you use NewJassGen).
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09-22-2008, 05:34 PM
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#15 (permalink)
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User
Join Date: Sep 2008
Posts: 63
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If you find any problems tell me. Normal JASS version. Should would with multiple units. Shouldn't leak. Removed spellbook force-open trigger, you said you didn't want it and it may have leaked.
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