- Joined
- Nov 3, 2006
- Messages
- 8,102
You ask me questions, I answer. All questions and answers will be shown in first post later on. If you answer a question, I will add you to "Participants" list.
Participants (2):
HappyTauren (5)
YoshiRyu (1)
Participants (2):
HappyTauren (5)
YoshiRyu (1)
FAQ
Text Colouring in WC3QUESTION: How can i get a FloatingText or a item in a Multiboard get the color of a player? In these 2 actions, it only accepts colors in percentage (% of red, blue and yellow).
ANSWER: It uses RED, GREEN and BLUE colours. A combination of these 3 gives any colour you can make in 32-bit pictures. So, for example 100%red + 100%green = yellow etc. You should experiment around with this to get some knowledge. Also, tools like Chaos Spectrum will help you alot. There is also good tutorial on that here.
Transparent Deep WaterQUESTION: Is the Northrend deep water the only deep water you can see the bottom? (I know that this question is pointless, but it is a particular I discovered some time ago)
ANSWER: Actually,yes. It has transparent water, letting you see cliffs. It is due to wc3 rendering, so that some lighter textures are rendered as transparent. So, Northrednd water textures are white, with some darker outlines, making it roughly 75% transparent.
Increase Hero Max LevelQUESTION: How do I increase Hero Max Level?
ANSWER: Go to Advanced (up there with file,edit,view etc.) - Gameplay Constants - Hero Max Level. The maximum is 10000, and default 10.
Custom Hero GlowQUESTION: How do I get "Hero Glow" on custom heroes?
ANSWER: "Hero glow" is included in the model itself
to add a glow to a model, you must export it, convert it in a classic format, edit it with a model editor to add the glow, reconvert it in the mdx format, and import it in your map.
You should find what to do in details in the 3D tutorial section
You can also find a glow independent effect in the site's resources.
Back FacingQUESTION: How can I create units behind a unit? This is for a spider hero, to simulate 'laying' eggs. If i base it off a normal summon, then it puts them in front of her.
ANSWER: You will need triggers for that:
- Lay Eggs Spell
- Events
- Unit - A unit Starts the effect of an ability
- Conditions
- (Ability being cast) Equal to Lay Eggs
- Actions
- Set LOC = (Position of (Triggering unit))
- Set LOC2 = (LOC offset by 64.00 towards ((Facing of (Triggering unit)) - 180.00) degrees)
- Unit - Create 1 Spider Baby for (Owner of (Triggering unit)) at LOC2 facing ((Facing of (Triggering unit)) - 180.00) degrees
- Custom script: call RemoveLocation(udg_LOC)
- Custom script: call RemoveLocation(udg_LOC2)
Spell ImportingQUESTION: How do I import custom spells without having any data replaced?
ANSWER: Well, you will have to use JASS constants, which are in the first part of script. They are like handles or shortcuts, which lead script to data. For example:
JASS:constant Jump_Spell_AbilityId takes nothing returns integer return 'A001' endfunction
It is HIGHLY RECOMMENDED to use ONLY JESP spells to avoid importing difficulties.
Using LoopsQUESTION:How do I do multiple actions for all players without having to make, say, 6 actions per player?
ANSWER: You will have to use loops, and [A] and indexes. Here is example:
No, you will notice that we no longer use (Player(1)), (Player(2)), etc. Instead we use. INTEGER INDEXES INSTEAD, "Integer A". It changes each time until it reaches "to" value (12 in this case). I used "Conversion - Convert Player Index to Player" here.
- Untitled Trigger 002
- Events
- Map initialization
- Conditions
- Actions
- For each (Integer A) from 1 to 12, do (Actions)
- Loop - Actions
- Unit - Create 1 Footman for (Player((Integer A))) at (Center of (Playable map area)) facing Default building facing degrees
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