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Reforged Warcraft III Reforged - Community Feedback

Discussion in 'Patch Discussion' started by Archian, Nov 4, 2018.

  1. Wrda

    Wrda

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    You mean directly in GUI? It already exists in JASS
     
  2. SpiritTauren

    SpiritTauren

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    Adding it to GUI would be sweet.
    I need a custom script line that queues animation by its index. So far, I found only the one that queues it by string.
    Would you kindly PM me or post here what you know of it? I've spent some time searching the hive forums, and the threads showed me that there's none. Several users claimed that one can call animation by index (that I know myself), but that there's no such option for queue, unless you create custom functions
    in JASS.
    To play animation I'm using this:
    Code (Text):
    call SetUnitAnimationByIndex(udg_FctVAR_Cycled_Unit, udg_FctVAR_AttackAnimIndex)
    ByIndex doesn't exist for Queue.

    True/False?
     
  3. Restor

    Restor

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    I dont know if someone already mentioned it, or if it is possible in editor already (I think not), but It would be cool if every player could have his own minimap that differs from others (my minimap would in that case be different than your minimap) AFAIK there is only one "shared" minimap for every player
     
  4. Wrda

    Wrda

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    I'm afraid I kind of misunderstood what you meant, also I misread "adding queue animation by index" for "set animation by index". I've searched a bit there isn't really any queue unit animation by index, you're right.

    Each player has its own minimap that differs in what aspects? That's so vague.
     
  5. viktor1995

    viktor1995

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    Oh god, please no. Finally they can make it more serious as they wanted in the first place, they went for the goofy "cuter" look because of engine limitations. Reforged is restoring the intended visual you can see from the concept arts (not to mention the previous two instalments of Warcraft rts). Please Blizzard don't ruin it with goofy look, its already stylized enough.
     
  6. Rui

    Rui

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    @Restor nice to see another oldguy 'round here ;D
    You mean in terms of UI? Underneath, I'm pretty sure each player already has his own minimap instance: currently, it changes accordingly when you modify the player's camera bounds.
     
  7. loktar

    loktar

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    I think he meant the actual minimap image file. There is one that is shared among all players, but he would like to be able to pick a different image for each player.
     
  8. SpiritTauren

    SpiritTauren

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    Attention! Do not mistake this post for help request. I explain the issue and provide current working solution (known to hive members), which could be simplified with a small tweak to World Editor.

    Another topic to discuss: creating (and saving to) item types (in fact, integers) from hashtables. Adding a preset line to trigger actions wouldn't hurt.
    To create an item from item type stored (as integer) in hashtable, one has to do it manually via custom code, since available GUI preset actions work only with items and item handles, but not types.

    For example:
    For a random inventory slot (IndexA 1 to 6=max inventory size):

    After initialization, generic custom item types are stored as arrays. Then I distribute some individual (virtual) item hashtable stats to units. Finally, these units should get real items in their inventory associated with additional data stored in hashtables.
    I do not wish to spawn an item to save its handle (because it doesn't load when you remove item afterwards, and I cannot allow waits, and many other reasons).

    Instead, I save item types of all items (by inventory index and unit's unique ID, for each in-game unique unit) to hashtable as integer:

    Code (Text):
    call SaveInteger(udg_HashtableName, GetRandomInt(1, 6), udg_UniqueUnitID,udg_ItemTypeArray[udg_ItemTypeIndex])
    ,

    then, to create an item of a specific item type (which will be given to unit shortly after being created) loop IndexA=(1 to 6):

    Code (Text):
    call CreateItemLoc(LoadInteger(udg_HashtableName, GetForLoopIndexA(), udg_UniqueUnitID), udg_TempPoint )
    , remove leaks etc.

    then, whenever necessary, item types of items in inventory slots must be saved: item type=TempItemType, loop indexA=(1 to 6):

    Code (Text):
    call SaveInteger(udg_HashtableName, GetForLoopIndexA(), udg_UniqueUnitID,udg_TempItemType)
    In fact, same idea as the first code line.
     
    Last edited: Jan 3, 2019
  9. AlwaysAndForever

    AlwaysAndForever

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    - Add "Folders" into Variables section, so we can put some variables in the folder and make them easier to find (which variables are for which triggers). Just like Trigger Editor.
    [​IMG]
    [​IMG]
    I think it is also good to add folders to the Sound Editor and Import Manager. And we can delete the folder instead of find files and delete them one by one. Because some maps use a lot of files and sounds.
    [​IMG]
    [​IMG]
    And in the Trigger Editor, Variables section, Sound Editor and Import Manager make us create folder into folder.
    Example: Abilities Folder in that folder we can create new folder hook, arrow, shockwave and ....

    And can you make drag sound instead of move sound up or down!? like Trigger Editor.
    [​IMG]
    [​IMG]
    And why I cannot delete the folder!? It's custom folder in Units section, instead of remove them one by one.
    [​IMG]
     
    Last edited: Jan 13, 2019
  10. SpiritTauren

    SpiritTauren

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    That's a brilliant idea. As of now, I have to call all important variables (especially the ones that cannot be recycled, due to their real time check) in a specific way (with prefixes, thus wasting the name length on them), or it becomes a mess. And trust me, if you haven't worked on a project for a couple of months (or even years) and return to it, you don't want to spend hours trying to understand what atrocious unspeakable things you did in the past, that your past self decided to punish your future self with this never-ending glory list of variables. Whilst comments help with trigger structure and parts within triggers, it is very unsettling to keep a manual track of variables. The worst part is when you create several variables for a large chunk and then find a way to recycle some, and won't need that many after all. Then the fun part starts when you have to remember and weed out the unused ones. Folders could bring us salvation. Regrouping for the visual purpose only is akin to Blizzard's own editor () suffix part for each unit/ability etc.
    Vars.jpg
     
    Last edited: Jan 7, 2019