Unfortunately it didn't change anything, the sizes remains the same as the image above. So it might be texture related or hard coded in the game and it's not possible to adjust it.
In case you'd like to have another look any of these might be helpful
Thanks for trying, appreciated!
I'm not sure if these are textures or models that have to be edited, but I'd like to request someone to reduce the size of the icons I've marked in the image below:
It might be related to the
from the Game Interface in the World Editor.
The larger one is the icon for a building...
It's probably only doable with triggers; but the only way to detect a mouse wheel scroll event is by using the frame natives. I made a script below that allows you to adjust the camera distance between 1200 and 2500 with the scroll wheel; but it'll never work in normal gameplay. The reason is...
Thanks, helped a lot!
I'm not sure which patch that changed it, but Warcraft 3 uses CASC now and not MPQ; but I just had to update my current CASC viewer in order to view the files, so that problem is solved and I can access the files.
I extracted the UberSplatData.slk and it seems simple...
I've been looking at replacing a specific building ground texture, but can't really grasp how one would do that.
As I've understand it, the ubersplat data is stored in the UberSplatData.slk file (not sure if this is still the case for Reforged), but I'm unable to access that file. I'm...
I know it's said that any patch is suitable, but I just want to double check before I start experiment a little with something; @FeelsGoodMan @Mayday will you be able to play a map developed on the most recent version (1.32.8). Anyone of you who doesn't have Reforged and can't play with HD graphics?
I might cook something up if I get the spare time for it, a month to the deadline seems a bit short though; even if a boss and two heroes shouldn't require much effort depending on how complex one would want it to be.
No, it is very strange indeed. I did mix up the frame rate of the two setups I did with 220.127.116.11 though and I also did a 3rd test now with a single event.
My setup with 18.104.22.168 is the following
// Register events
set TriggerDamageEventModifier = CreateTrigger()
I've not found any issues with 22.214.171.124, everything seems to work as intended. The API compared to the older versions is much easier to work with and it's a great addition to allow the user to disable certain features they won't have any use for.
However, the performance of 5.7.x.x versions are...
Glad to help!
I'm using your Demo map in order to test the system, I've not changed anything except setting USE_GUI to false and made my small testing script. See attached map if you can find any issues.
Using Chain Lightning with the Lich, the debug message appears for every damage instance...
Thanks for the update, great to see more customization options that allow you to disable part of the code you don't have any use for. I can confirm that my previous reported issue is solved regarding the configuration. However, I've found a new issue with the latest version, v126.96.36.199.
I've decided to update DamageEngine to the latest version, up from 188.8.131.52. I'm taking it slow, as it's such a huge difference between these versions.
I understand the documentation isn't complete, but I've read through the code and the documentation there is, but I've ran into a strange issue...
could someone recolor the outer yellow lines into a pure white color, as the inner grid?
The included texture files where already white when I tried to recolor myself, so not sure where the yellow color comes from.
I'm posting a very late update here in case anyone is wondering.
I know I promised I would continue to update this map with the release of Reforged and I'm aware of a couple of issues; but currently all my time map making is prioritized towards my Line Tower Wars: Reforged map.
Sometime in the...
I'm considering updating, but in terms of performance, would you say 184.108.40.206 is faster than version 220.127.116.11 I'm currently using?
I'm thinking that the more recent versions introduces a lot of overhead due to the GUI <-> vJASS synchronization (I know this can be disabled) and having the Damage...
In previous patches the constant didn't need to be changed, units would have their movement speed set to 522, with no cap. So either the previous patches had this constant at 522 and they reduced it to 400 in this patch or it had always been at 400, but they fixed an issue with the constant not...
It has never been an issue before. Players recently started reporting their builder in my tower defense map started moving really slow compared to a week ago and it was because the movement speed was capped at 400, instead of the usual 522.
With the latest patch Blizzard changed this constant (or fixed it to actually work if it didn't before).
I can't remember if the value has always been at 400 by default; but apparently the latest patch now caps the movement speed at 400 for all maps, unless the map have a custom value set...
I'm using ExecuteFunc in order to prevent dumb injections for cheat packs. If the injected function doesn't exist nothing will happen, but if it does, I can detect the injection.
The optimizer will remove the call if the function doesn't exist unfortunately; so my workaround was to read ability...
Hey, I've found an issue with this tool.
The following code will result in "Code has Errors!" when protecting the map.
function b takes string s returns nothing
function a takes nothing returns nothing
call b("string argument to use with ExecuteFunc...
I'm unable to test it now, but if I remember correctly I managed to break the default menu buttons by registering a frame event to them with native BlzTriggerRegisterFrameEvent takes trigger whichTrigger, framehandle frame, frameeventtype eventId returns event
Yes, it works both with classic and reforged graphics.
The most recent Warcraft 3 patches added many natives to alter the in-game interface; it's not very beginner friendly though and requires JASS (or LUA) in order to use them. No support for GUI as of yet.
I'd recommend checking out...
Congratulations everyone! Was a fun contest that unfortunately was plagued with the launch of Reforged.
Looking forward to the next contest, but make sure there are some very specific rules for which warcraft 3 patch, etc.
Any solution found for the misalignment of the multiboards?
The multiboards align perfectly when the relative is closed, but when it's opened the bottom multiboard is squished towards the right side.
I'd rather not rely on manually setting the x and y values, as this will mess with different...
I'm using Codeless Save and Load (Multiplayer) - v3.0.1 in order to automatically save and load stats for players in my map.
However, many players have reported their stats are reset after watching replays.
I've found out that the cause is whenever Player 1 in the game saves to the local text...
Is there a way to remove attack projectiles that's chasing a unit (for example if it's moved to another location)?
I've tried to hide the unit and then immediately show it, but this doesn't remove the attack projectile, only its effect later on when it hits the unit.
Thanks! I'll make sure to play your map as well when I have time.
The crafting tree tells you it's the Fragments of Nature that's required to craft; but I should've included a text somewhere in the UI for how many resources you have.
This was intentional; the terrain should feel overwhelming...
Map made for the Mini Mapping Contest #16 - Mini RPG
- The map requires patch 1.32+ in order to play.
- Enable sound effects and music before playing.
- The map is locked into SD (classic) graphics option.
- If possible, play in offline-mode to remove input lag.
- Saving and loading...
Alright, I've fixed the last few bugs I could find and I'll upload the map now and update this post with a final entry link.
Gameplay should be around 45 minutes for a new player. I managed to finish it in 25 minutes.
Cinematics (including conversation...
I'm lucky it's a leap year as I've completely forgotten about the dead line tomorrow.
The map isn't really finished, but I'll upload it soon, just so all the work doesn't go to waste. I've not had any time to adjust the balance and gameplay mechanics and some parts might feel a bit rough/rushed...
I'd like to modify the damage dealt by a damaging splash attack depending on the number of targets hit; but using "DamageModifierEvent" it returns 1 unit hit via the DamageEventAOE integer and when using the "AoEDamageEvent" it correctly returns the number of targets hit, but I'm unable to...
Thanks, great fix and it works without problems in your test map. In my map however, it still doesn't work.
I wonder if it has to do with me unlocking the tech upgrades via script.
I have two requirements for each ability and I check if the player has access to each tech separately. If the...