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- Feb 9, 2009
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Always love the clean description of the contents, very lovely.
(7 ratings)
PluginSpellEffect
anyone know how to open this map on editor? it always says missing unit data or invalid on both WE and JGNP. Thank you
It's ok playing on a really old warcraft 3 1.26.What version of the game/editor you trying to open it? This was build using the latest patch. If the problem persists i will post the map Object Data as well so people can import it to a blank map e just copy the code over from Trigger preview
It's ok playing on a really old warcraft 3 1.26.
Quick Question related to the Arrow Storm ability. how did you trigger it to detect whether your hero's Black arrow is currently active or not? is it possible to replicate this on older patches?
I use the "A unit is issued an order" event. When the unit active the black arrows it detects an an order and when it deactivates it it detects another order, then i save it in a global variable to be used by the Arrow Storm and other abilities. It can be done in any patch.
Cry of the banshee "Queen"?
Fixed. Thx for pointing it out.I tested Cry of the Banshee Queen in the latest patch, and I noticed a particular issue. It wasn't really effective as in it would only pick up one or two units. In my test, I was surrounded on all sides by enemy units.
I'm using the Possession missile effect, so it might be some shenanigan's from reforged, but the missile model is configurable.Nitpicks:
The missile for the Screaming Banshees spell appears to be too small in the SD version (and appears to be an orb for some reason?).
my 1.31b WE can't play it.Missing or invalid terrain layer information dataThis requires patch at least patch 1.31
Do you have a copy of the game or are you using the original version? Maybe it's a problem with the latest patch (bloody blizzard f**uking things up). Anyway, you can always use the ObjectData I provided and import it to an empty map and use the Preview Triggers tab in the thread to get the codes. You can use an MPQEditor to get the models and icons.my 1.31b WE can't play it.Missing or invalid terrain layer information data
thats why I did not update.because of Bliizard's awful patch update).
In the trigger editor menu bar, navigate to JASSHelper > Enable JASSHelper, Enable vJASS and turn them both on. These settings are off by default now in all maps/editors for some godforsaken reason.I always get errors for scripts
The order you import matters (unless you import all object data via .w3o at once but I think that overwrites your own custom data). If an ability uses a buff, when you paste the ability into a new map it will try to put that correct buff in the same data field. If the buff exists already you’re fine, but if it doesn’t then it will either be blank, populated by the default buff, or populated with another buff of the same rawcode as the original.For both issue heros, everything is imported
Thanks for the reply. For that reason I do the "all object data import via .w3o" but still the RangerPrecision doesn't add agility, the BlackArrow debuff doesn't spawn any skelies, ForsakenArrow doesn't have a visual (I just see the damage on the enemy units) and Whither Arrow doesn't even show up on her abilities even though it's added.In the trigger editor menu bar, navigate to JASSHelper > Enable JASSHelper, Enable vJASS and turn them both on. These settings are off by default now in all maps/editors for some godforsaken reason.
The order you import matters (unless you import all object data via .w3o at once but I think that overwrites your own custom data). If an ability uses a buff, when you paste the ability into a new map it will try to put that correct buff in the same data field. If the buff exists already you’re fine, but if it doesn’t then it will either be blank, populated by the default buff, or populated with another buff of the same rawcode as the original.
The WE does not check to update this field when you DO paste the buff because it doesn’t work retroactively like that. This applies to things like abilities lists for units, upgrades used/techtree requirements, units spawned by abilities, etc.. Think about the order when you are pasting over object data.
GUI Triggers must come after object data, since any references to specific objects need them to exist to work. For JASS/Lua triggers this is less important because you’ll likely have to update the rawcodes used manually anyway.
How about sharing your map so we can take a look?Thanks for the reply. For that reason I do the "all object data import via .w3o" but still the RangerPrecision doesn't add agility, the BlackArrow debuff doesn't spawn any skelies, ForsakenArrow doesn't have a visual (I just see the damage on the enemy units) and Whither Arrow doesn't even show up on her abilities even though it's added.
I changed all the .mdl to .mdx (not sure if that matters but that's how it looks in my assets) but that's as far as I'd want to go tinkering as I am not experienced with coding or triggers. If it's just because of the latest patch messing things up, I'll leave it at that. Otherwise I am trying to learn![]()
Hopefully it lets you open it. Black Arrow doesn't summon skeletons (although you can see something invisible causing damage occasionally), Forsaken Arrow doesn't have a visual and Ranger Precision doesn't proc.How about sharing your map so we can take a look?