- Joined
- May 26, 2017
- Messages
- 444
I think I remember that it affected the water height in the past. But anyways it needs to be fixed.I have to believe that is intentional as that's the way I've always known it to function.
I think I remember that it affected the water height in the past. But anyways it needs to be fixed.I have to believe that is intentional as that's the way I've always known it to function.
native BlzUnitHideAbility takes unit whichUnit, integer abilId, boolean flag returns nothing
native BlzUnitDisableAbility takes unit whichUnit, integer abilId, boolean flag, boolean hideUI returns nothing
Shortcut keys are still missing in the menus in 1.30.2.11065 World Editor.Almost all shortcuts in the World Editor menus are missing. They work, but you don't see them in menus.
View attachment 310296
I'm sure this is already known but I'll post it anyway.
Preloading is messed up in the latest version.
Map currently unplayable due to being unable to load.
- My map was working fine using TriggerHappy's codeless/save/load in 1.30.
- Saving still seems to work but if you load something, the game freezes a bit and the game just ends and goes to the score screen.
- Haven't done any further testing.
Now you can't sync a lot of values in one go and need to do it in several instances. I do it with TriggerSleepAction(0.1) intervals after each 50 synchronized values.
BlzSetUnitAbilityManaCost
and BlzSetUnitAbilityCooldown
when used on certain abilities will cause the game to crash if that ability is cast.function Trig_Untitled_Trigger_001_Actions takes nothing returns nothing
local unit u=CreateUnit(Player(0),'Hblm',0.,0.,0.)
call UnitAddAbility(u,'ANsy')
//call BlzSetUnitAbilityCooldown(u,'ANsy',GetUnitAbilityLevel(u,'ANsy'),1.0)
call BlzSetUnitAbilityManaCost(u,'ANsy',GetUnitAbilityLevel(u,'ANsy'),10)
endfunction
//===========================================================================
function InitTrig_Untitled_Trigger_001 takes nothing returns nothing
set gg_trg_Untitled_Trigger_001 = CreateTrigger( )
call TriggerRegisterPlayerEventEndCinematic( gg_trg_Untitled_Trigger_001, Player(0) )
call TriggerAddAction( gg_trg_Untitled_Trigger_001, function Trig_Untitled_Trigger_001_Actions )
endfunction
Ah, well, @Darky29's campaigns have always been problematic. If you browse through the threads, even in 2008 there were problems, due to the campaign not loading after a certain map. Back in the day, this was solved by opening up each map individually in the campaign editor and saving it. With the changes going on, I'm not sure this'll work anymore. @Ahman
Jumping maps/levels ins't the way to play it. Some maps simply won't start now. It can be because of a number of reasons: imported material (like models etc.) or triggers as shown in the print screens.Ah, well, @Darky29's campaigns have always been problematic. If you browse through the threads, even in 2008 there were problems, due to the campaign not loading after a certain map. Back in the day, this was solved by opening up each map individually in the campaign editor and saving it.
I agree. I meant you had to open up each map and save it, in World Editor, through the campaign editor. Then the campaign is (entirely) playable. However, I'm not sure this trick works anymore.Jumping maps/levels ins't the way to play it.
So sad.. Truly unfortunateAh, well, @Darky29's campaigns have always been problematic. If you browse through the threads, even in 2008 there were problems, due to the campaign not loading after a certain map. Back in the day, this was solved by opening up each map individually in the campaign editor and saving it. With the changes going on, I'm not sure this'll work anymore. @Ahman
As I've written before, it works on 1.27.So sad.. Truly unfortunate
If you decrease Scaling in Display Settings to 100% it might help you a bit. I think you need to log out and log in again after doing that.![]()
I've been having a lot of issues with buttons overlapping or windows not showing the full text in the World Editor. (Am on Windows 10, messing with dpi scaling settings didn't seem to fix it.)
It's purely because of the triggers. Darky used an 'alternative' WorldEdit addon (I forgot which**) which did some things that standard War3 doesn't like which is why resaving the maps 'worked.' (when really all it did was disable the offending material and broke some of the maps)Jumping maps/levels ins't the way to play it. Some maps simply won't start now. It can be because of a number of reasons: imported material (like models etc.) or triggers as shown in the print screens.
There have been some crash reports with some custom models on newer patches. @Shar Dundred can testify.I honestly don't know of any model that worked on one version that didn't in another. They either worked or they didn't.
I played the campaign with little problems on 1.27 but I acknowledge that it might be a custom editor related bug.I think this was largely caused by TFT coming out. That caused a huge host of issues at the time.
I remember that one of the mini dragons ceased functioning entirely (I *think* it was the blue one) from the resave 'fix' which is what prompted me to think of that.I played the campaign with little problems on 1.27 but I acknowledge that it might be a custom editor related bug.
It doesn't sound like that's a 'common' issue so perhaps said model is doing something outside of the filesystem's spec? I would love to see an example. Just from personal experience any model that crashed the game/editor was done entirely through my own dumb fault (the most common of which is having defined more Geosetanims than there are Geosets).There have been some crash reports with some custom models on newer patches. @Shar Dundred can testify.
Second Human Book of Arkain (Patch 1.29.2 or newer!)I would love to see an example.
According to that second post the issue had nothing to do with the model.
Not particularly sure but it's a patch version bug either way.According to that second post the issue had nothing to do with the model.
BlzUnitInterruptAttack
occurs when the unit's attack order is shift-queued. This has been tested on an EVENT_UNIT_ATTACKED
unitevent, and which also applies to its playerunitevent counterpart.unitevent EVENT_UNIT_DAMAGED
.You have a specific issue with those music files in particular; Warcraft 3 is not selectively just letting your Pokemon theme file work. There is something in common with those other music files that's not in common with your Pokemon theme and that's what making them not work.I know it was mentioned on page 1 by Tommi, but most imported music files do not work ( there is no sound in game, its just complete silence except for ambient sounds ). But for some reason, music like the Pokemon theme song plays fine. I know this is a small issue that does not affect gameplay, but still hope it will be a priority since maps that rely on imported music have no sound playing, and it affects the game experience in a big way.
This is on 1.30.4, but the maps I am referring to were made on 1.28 or lower, so its not that saving them on 1.30.4 bugs them, it is that there is some issue that has started since 1.30.2 whereby music files just don't work (except some exceptional cases like Pokemon). I have seen some threads explaining how to "fix" this such as changing length of file name, etc. but I am hoping it can be resolved without requiring imported music in maps to be edited.
The problem is that before .mp3 and .wav files worked quite perfectly.You have a specific issue with those music files in particular; Warcraft 3 is not selectively just letting your Pokemon theme file work. There is something in common with those other music files that's not in common with your Pokemon theme and that's what making them not work.
Seems like BlzSetHeroProperName makes units stuck, if they were acting (like moving somewhere) making them unable to response to player commands, and only reselecting these units fixed that things. It's even affected enemy units somehow, they were unable to do a thing. Or maybe its just my retarded code caused a problemView attachment 299168
I believe that what I've reported is still not fixed, so I will leave it here, hoping that one day it will be fixed@Kolladan Stormrage that's an old bug that went undocumented for long; I've reported it only recently. To my surprise, it had gone unnoticed outside the roleplayers' community.
The bug has been well known among those players (of maps such as DoBRP, CotMRP and the likes) since 2005. It was known as the selection bug. The bug's effects are as you describe: units becoming unresponsive to player commands, and/or sometimes actions performed overunit group
s enumerated from a player's selection affecting units that were not actually selected by the player. Interestingly enough, the latter case was not limited to 12 units.
It was never clear what caused it, though throughout the years we noticed two things: 1) less players meant it happened less often, and 2) with later RP maps scripted purely in JASS the bug was mostly absent. I suspect it might have something to do with BJfunction GetUnitsSelectedAll
, which is used when you call “Unit Group - Pick every unit in (Units currently selected by Player X)”
"I made a spell based on cloud to affect only enemy units. when I use it "when i am Player 1" it works fine it only affects units but when I am player 7 and above it affects my units and neutrals but not player 1's units. this is not used on a dummy spell but used by the hero itself and the hero is owned by their respective players. it's like no matter who the player is the allowed target only chooses player 1."
how do you bind anything to 1-9 on the skill panel? oOIn my map, there is a dungeon where all units are all set to a very high altitude (~2000 height z). And all sound that's coming from animations (i.e. death animation sound) have very low volume. It also happens for sound effects coming from "DamageUnit" function (combination of units armor type and weapon type). I use 1.30.4. I tested on 1.27 and sounds from animations were fine (normal volume) so I'm sure it's a bug with newer patches.
No, the problem is you posted that it works for some and not for others. What YOU needed to figure out was what the difference was between one file and the other one because Warcraft 3 doesn't selectively choose which ones work and which ones don't.The problem is that before .mp3 and .wav files worked quite perfectly.
I had no troubles importing sound files on 1.27. I rarely edited them if only to make them take less space, so lowered the kbs to 128, that's it. I kept the Hz to 48k. And that only for music but if you're saying I was lucky enough not to need to do anything myself on all other sounds for them to work...No, the problem is you posted that it works for some and not for others. What YOU needed to figure out was what the difference was between one file and the other one because Warcraft 3 doesn't selectively choose which ones work and which ones don't.
I tried to cheat my way to the end credits to check about this footman/bandit bug, so in the last NE mission I used whosyourdaddy and destroyed the undead base at the bottom left of the map. If I recall correctly, when you had destroyed the undead base (with or without cheats), you would win the game. But now it doesn't happen. So I'll have to wait 45 minutes until the game is finally over... I'll let you know if I encounter the same bug as you.I'm not sure whether this counts as a "bug," per se, but it's a mysterious change that bothers me. I noticed yesterday that in the end credits cinematic scene recreating the one found on Warcraft 2, the grunt has been replaced with a bandit:
War3 Credits Change