Hello everyone. I'm relatively new to warcraft 3 mapping and I'm having a few problems with the map editor.
The premise is, I am making a mod that is meant to play almost exactly like Warcraft 2 BNE with some updates/new units/new abilities to make the game feel more interesting. I've done tier 1 and 2 of both humans and orcs (although I still need the sub for both factions and some abilities here and there) and I was about to make tier 3 when I came across a problem.
First, as far as I know it isn't possible to get a second "construction window" on warcraft 3. If you know starcraft or warcraft 2, workers have two construction windows, one for basic structures and another for more advanced ones. This isn't possible on the WC3 engine as far as I know but I've found an alternative way to do it. I've thought about making a copy of the peon with the exact same stats as the normal one, its only difference being that it will construct different buildings. I've taken the bear/druid logic and got the "switch" between the two peons to work. The problem is that the second peon does not build anything at all even though the buildings are there. Once I tell him to construct a building it goes to the location but doesn't build anything. If I place this peon on the world editor it will normally build structures and if I switch to the "normal peon" that one won't build anything either. I theorized this could be some sort of bug of the engine since I haven't found a clue on how to fix it. Since I REALLY don't feel like having a second worker for more advanced buildings, I hope someone here will be able to help me on this matter.
I also have two more problems: Since I'm aiming for warcraft 2-like gameplay, I wanted the player to start with just one peon instead of a great hall and 5 peons. Of course this can't be done because a player will automatically lose once all of its buildings are destroyed. I've found a way to fix this by placing in the map a "neutral looking" weaponless tower near a player's base with very little HP, its only functions being to warn from early rushes and to prevent the player with no great hall from losing. This works, but the problem is I have no idea on how to change the starting units for both factions. I want the human starting units to be a peasant and the orc one to be a peon and the scourge/night elf ones to be, well, nothing, since I don't plan on adding these two factions as playable (I have a dislike for the scourge as a faction and the night elves will be present only as mercenary units). I haven't got a clue on how to do this, because honestly, while the object editor is extremely user friendly and easy to learn, I've seen that the other editors are a disaster when it comes to intuitivity. This might just be me, but I couldn't do anything with the triggers aside for setting custom resources.
Last, but not least, I have an issue with the Oil Tanker. Since this is going to be similar to warcraft 2 I've already added oil tankers for both factions (Oil will not be a resource however, Oil Platforms will merely give additional gold). They work as intended but I still have two problems: First, since the tankers dump ore, I've made it so the shipyard may allow workers to dump ore. Unfortunately this works for both peons and tankers and I'd prefer if it only worked for tankers. Not sure if this can be fixed but it would be nice. The other problem I'm having is that, while the tankers work properly, as soon as I build another great hall/shipyard the tankers suddendly decide to change their return resources path and will automatically dump oil on the newly constructed shipyard or great hall, regardless of how far it is and if it can be reached at all. This makes using the tankers pratically impossible once you get another great hall. I tried looking for a function regarding returning resources, something like "Where should the worker return its resources? Nearest depot, Newly-constructed depot, etc" but found nothing.
This is the map I'm working on: http://www.speedyshare.com/files/25292186/Tides_of_Darkness.w3x
There are also a few other issues I haven't mentioned that aren't very important but I think I'll say them anyway:
First, some buildings (specifically the shipyard) have no building animation. It looks ugly but I haven't found any option to change the building animation for a structure. Is there a custom-made building animation for these two structures available for download anywhere, or is it possible to change the building animation to something else? (Hell, even the barracks animation would be good).
Second, I can't understand anything in the AI editor so the map currently only works online. I'd be glad if on a later date I could have help on this.
Thanks in advance for everyone who's gonna help me.
The premise is, I am making a mod that is meant to play almost exactly like Warcraft 2 BNE with some updates/new units/new abilities to make the game feel more interesting. I've done tier 1 and 2 of both humans and orcs (although I still need the sub for both factions and some abilities here and there) and I was about to make tier 3 when I came across a problem.
First, as far as I know it isn't possible to get a second "construction window" on warcraft 3. If you know starcraft or warcraft 2, workers have two construction windows, one for basic structures and another for more advanced ones. This isn't possible on the WC3 engine as far as I know but I've found an alternative way to do it. I've thought about making a copy of the peon with the exact same stats as the normal one, its only difference being that it will construct different buildings. I've taken the bear/druid logic and got the "switch" between the two peons to work. The problem is that the second peon does not build anything at all even though the buildings are there. Once I tell him to construct a building it goes to the location but doesn't build anything. If I place this peon on the world editor it will normally build structures and if I switch to the "normal peon" that one won't build anything either. I theorized this could be some sort of bug of the engine since I haven't found a clue on how to fix it. Since I REALLY don't feel like having a second worker for more advanced buildings, I hope someone here will be able to help me on this matter.
I also have two more problems: Since I'm aiming for warcraft 2-like gameplay, I wanted the player to start with just one peon instead of a great hall and 5 peons. Of course this can't be done because a player will automatically lose once all of its buildings are destroyed. I've found a way to fix this by placing in the map a "neutral looking" weaponless tower near a player's base with very little HP, its only functions being to warn from early rushes and to prevent the player with no great hall from losing. This works, but the problem is I have no idea on how to change the starting units for both factions. I want the human starting units to be a peasant and the orc one to be a peon and the scourge/night elf ones to be, well, nothing, since I don't plan on adding these two factions as playable (I have a dislike for the scourge as a faction and the night elves will be present only as mercenary units). I haven't got a clue on how to do this, because honestly, while the object editor is extremely user friendly and easy to learn, I've seen that the other editors are a disaster when it comes to intuitivity. This might just be me, but I couldn't do anything with the triggers aside for setting custom resources.
Last, but not least, I have an issue with the Oil Tanker. Since this is going to be similar to warcraft 2 I've already added oil tankers for both factions (Oil will not be a resource however, Oil Platforms will merely give additional gold). They work as intended but I still have two problems: First, since the tankers dump ore, I've made it so the shipyard may allow workers to dump ore. Unfortunately this works for both peons and tankers and I'd prefer if it only worked for tankers. Not sure if this can be fixed but it would be nice. The other problem I'm having is that, while the tankers work properly, as soon as I build another great hall/shipyard the tankers suddendly decide to change their return resources path and will automatically dump oil on the newly constructed shipyard or great hall, regardless of how far it is and if it can be reached at all. This makes using the tankers pratically impossible once you get another great hall. I tried looking for a function regarding returning resources, something like "Where should the worker return its resources? Nearest depot, Newly-constructed depot, etc" but found nothing.
This is the map I'm working on: http://www.speedyshare.com/files/25292186/Tides_of_Darkness.w3x
There are also a few other issues I haven't mentioned that aren't very important but I think I'll say them anyway:
First, some buildings (specifically the shipyard) have no building animation. It looks ugly but I haven't found any option to change the building animation for a structure. Is there a custom-made building animation for these two structures available for download anywhere, or is it possible to change the building animation to something else? (Hell, even the barracks animation would be good).
Second, I can't understand anything in the AI editor so the map currently only works online. I'd be glad if on a later date I could have help on this.
Thanks in advance for everyone who's gonna help me.