From what I have tested this doesn't work with reforged. Are there any plans to make the editor work on/with reforged maps as well? From comments I see that it indeed works for Reforged (somehow) but for me even install didn't happen. (Win10)
To not make you answer yourself again: The chances are low.
I gave away the map to another map maker years after I suffered a huge data loss while working on the v0.6X series.
Actually I gave away the map three times in total.
The last map maker whom I gave the rights to continue the work was...
Thank you very much for the hard work on WurstScript!
I am looking forward into working with it. Kind of a bad timing with the long awaited patch 1.31 release and I feel sorry for you a bit for that. :S
Will WurstScript in its current version be compatible with patch 1.31?
When approx. can we...
The problem was introduced by the blizzard patch 1.29 or 1.30. (not sure) So actually Blizzard has to fix it. Won't put my time into fixing stuff that will probably change again with the next patch anyways.
Look one post above yours and see what I have found here: sumneko/All-Star-Battle-2
1. 64-bit means computations are using 8 bytes pointers instead of 4 bytes thus using more memory. However, this also enables to use more memory for computation.
2. I don't think that we can conclude this from...
Hey, when building a tower based on the Lava Spawn model in my map it behaves strangely and goes into its alternate animation mode. This is super annoying since its alternate model is not really ... useful and makes super loud noises. Upon attack it changes to normal attack animation for the...
Hi, is there a standard library way to convert a given ID integer, like 'A01B' to its string representation "A01B"?
This would be very helpful to me since I currently try to convert all objects in my legacy map to being generated. However, some units (buildings) are upgraded to other generated...
@Frotty I have read the standard library documentation and all of the manual beforehand. Unfortunately it is missing some best practices as well as some tips and hints around what is possible and especially what is not. So for example nothing told me there that is just is not possible to use...
I will try it out on a default unit ID as soon as I am on my laptop again.
However, there is already a difference between your experience with the above code and mine in that at least something was created for you whereas there was nothing for me.
I will edit this post as soon as I have results...
Thank you for your response.
I checked and couldn't find the generated units in the resulting output map file which says to me that they are not injected.
However, I can clearly see these definitions in their associated .txt files also in the build directory.
I am trying to do my first steps in generating objects during compile-time.
To be precise I already have them defined in my tower wars map and want to edit/modify them according to some encoded Wurst scripts.
Note that my knowledge about this topic is very raw and my expectations of...
Thank you for your response!
I am sorry that I have posted in the wrong section.
Will repost this in the correct spot and with more details.
I guess you are right that my expectations of how this works may be slightly off.
[Wurst] - Compile-time objects are not injected into the map
Hey, I tried MapOptimizer without script optimizations.
It still reduces the map size by roughly 30% and the map is playable again - thanks!
I have another question ...
The other day I was trying to create some units using the UnitObjEditing module et. al. however, even though compiletime...
> The solution is simple anyway - don't run MapOptimizer. Wursts own code optimizations are far superior and the optimizer actually makes your code worse in most cases.
Ah okay I thought a combination of both could not hurt.
Good to know!
I will try that asap.
Just tried to test my WurstScript with other players.
Unfortunately WarCraft III is not able to read the map data ingame.
This only happens after I run MapOptimizer on it.
Do you know what could be incompatible with WurstScript and MapOptimizier.
Btw.: It even happened with completely...
You are free to bump this since I am still interested in a solution.
For my own project I stopped this experiment and concluded that there is currently no fix for it.
But in WarCraft III you basically can nearly always find a hack to do it - wearing hand gloves of course. ;)
I just looked that up.
Decay time for effects was modified from 5.0 seconds to 2.0 seconds.
It never was critical and always worked, until recently - couldn't even remember that I once changed it.
Setting it back from 2.0 to 5.0 seconds fixed the issue ...
I am trying to use goo'old AddSpecialEffect(string modeName, real x, real y) native and cannot seem to get a special effect shown up for it if the special effect has no animations.
This this has never made any problems to me in the past I suggest this might be related to a bug since recent...
Hey, I wanted to create a shop where I can dynamically add and remove units or change their quantity.
So far it worked very well, however, there is one huge problem with this approach which I couldn't easily solve.
If I add a unit via AddUnitToStock native its hotkey does not work and a player...
WurstScript is so simple, I've managed to learn it by reading through the manual in a single afternoon.
Also its syntax is very similar to that of Python (telling that as someone who dislikes Python) which is used a lot these days.
So learning WurstScript syntax is actually at least better than...
How does WurstScript behave towards variables defined in the associated map that is also used for terrain?
Especially for rects (udg_X variables for every rect) it is really convenient to create them there and access them as their "udg_" name or make another variable assign to that in the map's...
Sorry if this has already been asked but: What happens with Maps using WurstScript when a new WarCraft III version is released?
Can the map still be compiled for new WarCraft III versions without requiring an update to WurstScript and associated tools?
Would be pretty painful if the world stops...
It is true that the save & load system is broken in a certain way - too long time ago and I cannot remember the exact reason, but the one with above 50k gold might be it.
However, as much as I want to help I can't help you.
It would have been really important if this save & load bug got fixed.
Even though I hope for an advanced modder experience concerning the World Editor I do at the same time hope that Blizzard doesn't overdo it by complicating it too much. For me the StarCraft2 World Editor and especially its Data Editor (or what was it called?) was just far too complicated...
the current problem is that I do not know if the current bugs in custom maps like GoH RPG are being solved by another patch by blizzard. so I cannot and will not fix it right now. you may want to prefer playing with an older Warcraft III version until that time.
How can I file custom maps to the WarCraft III team so that they can inspect those custom maps as well during patching?
Edit: @deepstrasz told me to just ask for it in this thread - so I will do just that - thanks!
Attached are two of my games that might be of interest in quality assurance for...
Thanks TriggerHappy for helping.
I might update this map and others when Blizzard starts releasing more stable patches.
Right now the past patches have been way to unstable while being awesome besides that.
So let's just wait for the dust to settle and see how everything evolves. :)
WOW! They looks sooooo beautiful! :O I would love to see them as new default models in the game. :)
All in all the 1.30 Path looks like it will not be the last patch in a long while which makes me very happy. :)
My biggest question though: Are there any plans on porting the game officially...
I don't know if this has been suggested already but for my Line Tower Wars map I oftentimes wanted the below API to be existent.
It would have been a convenience feature for the players since that's mainly the first thing what every experienced player does at the beginning of each game.
Thank you for clearing that up to me.
It is awesome to see progress in this field.
So we can actually use local files that are safed on each player's computer - this is good.
And I think using your library (or similar) makes for a good encryption of the data. :) - Am I right about this...