- Joined
- Aug 19, 2008
- Messages
- 491
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THIS IS NOW [Solved], I found a solution.
Read bottom of the Thread to see it.
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Ok so I've already posted this:
Problem is that I solved it by reinstalling the game, but now it's here again.
It started when I converted a Trigger called "Spell KillGroup" and added this code in it:
Now why the hell does this make me unable to detect the spell?
I think the WarCraft III engine might have difficulties "aparting" them (just a theory).
So, whenver you wanna try a spell out; Always change at least 1 datafield or you might just end up with the same problem I had.
THIS IS NOW [Solved], I found a solution.
Read bottom of the Thread to see it.
= = = = = = = = = = = = = = = = = = = = = = = = = = =
Ok so I've already posted this:
My WE is fucked up!
This might be hard to formulate...
"The game itself doesn't detect my custom spells"
I can create the spell, I can modify the spell, I can "attach" it to a hero. No problems so far.
Then comes the problem. I try the map to check out my new spell. The problem is that the spell doesn't exist in the Hero Ability List when I try learn it. Instead there's just a black "hole" which I can't click on.
I have WarCraft III The Frozen Throne 1.22.0.6328 and the only thing I've modyfied is a tool called "World Editor Unlimited 1.20" (can be found in the Tools section). The add-on is now uninstalled.
The spell I based it on was Thunder Clap [AHtc].
Please, don't give me tips like "Are you sure it's a hero unit?" or "Are you sure that the spell is attached?"
I told you that I've done World Editor lots of times before but now it doesn't work.
Problem is that I solved it by reinstalling the game, but now it's here again.
It started when I converted a Trigger called "Spell KillGroup" and added this code in it:
JASS:
function Spell_KillGroup_Conditions takes nothing returns boolean
return GetSpellAbilityId()=='A000'
endfunction
function Spell_KillGroup_Actions takes nothing returns nothing
local unit cast = GetTriggerUnit()
local location loc = GetUnitLoc( cast )
local group g = GetUnitsInRangeOfLocAll( 500.00, loc )
local unit u = FirstOfGroup( g )
local player p = GetOwningPlayer( cast )
loop
exitwhen u==null
set u = FirstOfGroup( g )
if IsUnitEnemy( u, p ) then
call KillUnit( u )
endif
call GroupRemoveUnit( g, u )
endloop
call DestroyGroup( g )
set cast = null
set loc = null
set g = null
set u = null
set p = null
endfunction
//====================================================
function InitTrig_Spell_KillGroup takes nothing returns nothing
local trigger t = CreateTrigger()
local playerunitevent e = EVENT_PLAYER_UNIT_SPELL_EFFECT
call TriggerRegisterAnyUnitEventBJ( t, e )
call TriggerAddCondition( t, Condition( function Spell_KillGroup_Conditions ) )
call TriggerAddAction( t, function Spell_KillGroup_Actions )
set t = null
set e = null
endfunction
Now why the hell does this make me unable to detect the spell?
= = = = = Solution = = = = =
After I copied the spell I didn't change any data in it, it was the same spell as [AHtc]. Only diffrence was the Raw Data Code ([AHtc] and [A000]).I think the WarCraft III engine might have difficulties "aparting" them (just a theory).
So, whenver you wanna try a spell out; Always change at least 1 datafield or you might just end up with the same problem I had.
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