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how can i add a progress bar to upgrading units

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instead of using the value "Upgrades to =" use the "Units Trained =" field and just remove the producing unit via triggers.

change the producing unit, to be "Stats - is a building = true."
remove the ability "rally" with triggers.
make it able to train the upgraded unit.
remove the producing unit.
 
i copied a similar script once that didnt work because it wasnt compatible with the editor. blizzard wont ever allow vjass. i asked them about it myself(through email) and it turned ugly.(they went as far as threaten to punish me if i used vjass.) that is why i cant use vjass. regular jass is ok though.
 
I beg to differ.
If they do not allow vJASS, then why do they love DotA? It's made in vJASS.
Also, vJASS is just regular JASS - there IS NO DIFFERENCE if you look at the core.

Blizzard can only accept vJASS, because in reality it does nothing more than JASS: it doesn't have more functions, it doesn't allow more flexibility etc.
There's no reason for them to prohibit the use of it.
 
andreasaspenberg said:
the fact remains that blizzard doesnt allow it.(they told me directly.) it is at least partially because it uses a third party program. though i didnt start this topic to discuss vjass. i started this topic to get help with my map.

maybe they just don't support it... and if this is true, Icefrog would have been punished a long long time ago (and most probably Vexorian) so I dont see a point in being afraid of using vJASS...

anyway, the system in that map works fine...
 
the method I presented is perfectly legal since it would only use the normal JASS...

it works like this:
-They coded it in vJASS
-JassHelper compiles it into the map's mpq archive and turns it into normal jass so that wc3 can read it
-You open the map using an mpq browser to extract the JASS codes and use those JASS codes in your map directly...

so what you will use is the normal JASS version of the code and not the vJASS one...
 
MPQ editor is not illegal.

Look, let me put it very clear:
  • Blizzard will not insult/threaten you for using vJASS for these reasons:
    1. Blizzard does not even support its own editor.
    2. vJASS is not an extension, it is nothing more than regular JASS.
    3. I have never heard Vexorian and/or IceFrog having problems, although these two are the most well-known vJASS users (being the creator of vJASS himself and the creator of DotA).
    4. Blizzard praised DotA, Blizzard knows DotA uses vJASS.
    If Blizzard DID threaten you, you have been trolled.
  • MPQ Editor is not illegal (of course, depending on which MPQ Editor you use) - it is a freeware program created by a bunch of people in their free time, it's just as legal as using paint.net

We have provided you with a method.
We even gave you the opportunity to NOT use vJASS (since you're against that).
Additionally, we even gave a GUI-method! GUI! That means the most basic method to create triggers, with the regular World Editor!
What exactly is it that you want from us?

We are NOT saying anything 'illegal' here.
Of course you can go illegal and create a third-party tool for warcraft itself, but that is not what we're offering at all - this is legal.
 
blizzard didnt even know about vjass until i contacted them about it.(i actually had to explain it to them.) after that they threatened with taking action against my account if i used it. i have already been banned twice and i dont want to get banned again. therefore i need a solution that doest use vjass. regular jass or the trigger editor is ok though. though i cant extract regular jass from vjass without heavy editing.
 
@ap0calypse - yeah, he wants to retain the normal upgrading method and just use a trigger to show the progress bar... good luck on that... ^_^

and only method I think I can think of is to use a dummy ability, a dummy building, and a dummy upgraded building which would be per unit that can be upgraded... which is similar to the first method, which as he said is indirect... but it was probably the best way to mimic the way that buildings upgrade...
 
the funniest part of this is that no one ever posted any vJass scripts haha
Exactly :D

Either way, I'm done with the system.
It works works with the regular "Stats - Upgrades to"-function.

What to do:
  • Set "Stats - Is a building" to true
  • Set the "Stats - upgrade to" to the correct value.
  • Set "Stats - Is a building" to false

Then open the trigger editor and change "Setup Units" to whatever fits your needs.
Setting "PBRequiredUnit" (or something) to "no unit" also works (or should work, didn't test that to be honest).


Note: it's been a while since I last coded in GUI... I might've been a bit sloppy from time to time, but I hope it's still efficient enough.
 

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Just copy/pasting worked for me.
The problem is that I don't know who should upgrade in what and which building is required.

So I only set up 1 unit: The Basal unitwatever which can transform when near a... I already forgot, obelisk?
You only need to change 1 trigger! The Setup-trigger! The rest is the core system and the lazy init-trigger.
 

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it still have bugs. please look through the map and fix them. what building what unit require is listed in the object editor. though i can tell you if you want. please also try to make it so that the units only appear on the command cards of the basal golems when they are near the right building.
 
Wait, what?

First of all: WHAT bugs? (No, not "it", I have no idea what "it" is, so I cannot fix "it").

Of course you should tell me which unit upgrades into what, I don't really have time to read all tooltips and sort it out myself.
And about that entire command-card thing: sorry, you'll have to do with a system that can detect when the unit is near the building ONLY when the upgrade is activated. It works, that should be enough.
 
the basal golem is supposed to transform into griffins, druids, nymphs and rangers near the arbor lodge. wizards, gnomes, stone golems and wyrms near the rune stone, zombies, gargoyles, ghouls and wraiths near the crypt and clerics, furies and paladins near the temple. i already told you about the barracks. when they cant transform they still cost resources.
 
That's because not all units were set up (as I had no idea).

Either way... why did you want to do it with that upgrade-thing again?
Because really, using abilities would make life so much easier.

It's impossible to hide upgrades (for a single unit), but you can add/remove abilities at any time.

I got the system working, but to hide the buttons when not near a specific building you've got to turn everything into an ability.
Then we'll talk :D

andreasaspenberg said:
ap0calypse said:
andreasaspenberg said:
please read it.
I know, I am subscribed to that thread.
No need to PM me for that :D

why dont you respond to the topic then.
Look, do you want me to create that system of yours or not?
Then give me at least a LITTLE time to breathe...

I was debugging the system, which worked perfectly for your information, the problem is that you just have to do it with those upgrades instead of abilities.

In the meantime, I am also working on one of my own maps where I'm currently having a problem, so excuse me for not answering within 5 minutes.
 

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That should be 1.24e (you can see it when opening the world editor and pressing "help" -> "about W3 WE").

What does the error say? Perhaps it's just a missing variable or something...
The only custom scripts I used were to clean leaks and save an integer (which, in hindsight, is useless so you better remove it: it's in the trigger "Init Progress Bar" below the action "Save 0..00 as 1 of [...]", there are 2 of those).
 
you fixed it. though you made it so that players start with 2 buildings instead of 1. i also cant transform the basal golem into a paladin near the barracks. the way it works in the real blood and magic is that unit buttons only show up when in range of the right building. could you please add that for me.
 
can you please make it so that the units disappear from the basal golems command card when it isnt near the right building. it is a very important gameplay element that i need in order to finish the map. units also need to be near the blood forge to transform into basal golems.
 
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