deepstrasz
Map Reviewer
- Joined
- Jun 4, 2009
- Messages
- 20,172
It's still a great game and the editor is everything.... and finally make the game much cheaper. I can't believe it is still as expensive as 10 years ago
It's still a great game and the editor is everything.... and finally make the game much cheaper. I can't believe it is still as expensive as 10 years ago
The prices for RoC anf TFT may drop as low as 9.99 each, at Blizzard's shop.[...] ... and finally make the game much cheaper. I can't believe it is still as expensive as 10 years ago![]()
- Support the custom sounds (speaks, skills, etc.) of units, structures, etc via Object Editor.
A reminder. We would definitely love and we need custom soundsets thus also being able to choose an imported .wav for the sound of building construction and selection.All this talk of sound, and none of how restrictive Blizzard is with the whole 'sound set' issue! I would love a solution that would let us import Sound Sets in as easily as models, textures, and the like. If not, at least some understanding as to *why* it's a problem.
That is just pointless. You can just avoid it yourself by being more careful.I would certainly love the ability, option to disable those keyboard shortcuts such as Alt+Q to quit the game or Esc or Alt+a to leave lobbies. We all have had times when we would accidentally press those and then leave game we REALLY wanted to stay in!
The only shortcuts I want are the Function# keys.
Hashtables are now limited to 2048 parent keys.
I'm not sure if this is still the case in the current patch, but if it is, do remove the limitations of having only 2048 keys.
This just reminded me. Could there be a way to increase the pathing blocked by doodads depending on their size exactly as much (many hex grids/squares) as we need? I am especially referring to bridges.Not sure if this has been mentioned, but gates & bridges that can be walked over and under simultaneously (and of course work properly with the pathfinding) would be neat.
I'm afraid there is no easy solution to that as units melee-attack nearby enemies even when on a ramp or under it near the edge. I think even on elevators with closed walls. Basically those are pathing blockers and you can attack through them.You can already make somewhat functional gates & bridges, but it's real stupid when you have melee units on top of the bridge attacking units under them (and vice versa) and of course the unit pathing doesn't realise it can't just walk from under the bridge up to where it leads.
Actually you have to use A Unit Takes Damage which in which you can insert variable units only if you add the event to the trigger in questions via the action: Trigger->Add to Trigger the Event.If you simply use "a unit is attacked" then that's also not enough since you can interrupt the attack before the projectile is fired, oh and speaking of which, this would also be useful for abilities like Axe's "Counter Helix" and the like that can otherwise be very buggy where if your unit is interrupted (intentionally or not) but is then ordered to attack again, the event just keep firing.
If you could change flying/ground target dynamically by placing regions you could do it. You can already kinda do it if you really want, but you would have to use morph and you can't have any flying units. You'd place regions on the elevated parts and morph the units so they become ground/flying on demand (targetable, not necessarily movement)I'm afraid there is no easy solution to that as units melee-attack nearby enemies even when on a ramp or under it near the edge. I think even on elevators with closed walls. Basically those are pathing blockers and you can attack through them.
I know about Damage Detection System(s) (I use bribe's), but keep in mind this doesn't work with ranged units as they don't deal damage when they finish their attacks, but rather when the projectiles hit.Actually you have to use A Unit Takes Damage which in which you can insert variable units only if you add the event to the trigger in questions via the action: Trigger->Add to Trigger the Event.
Well, that won't help heroes with orbsIf you could change flying/ground target dynamically by placing regions you could do it. You can already kinda do it if you really want, but you would have to use morph and you can't have any flying units. You'd place regions on the elevated parts and morph the units so they become ground/flying on demand (targetable, not necessarily movement)
Well, yeah, when the projectile hits. Isn't that actually when the damage should be detected? Melee units also hit.I know about Damage Detection System(s) (I use bribe's), but keep in mind this doesn't work with ranged units as they don't deal damage when they finish their attacks, but rather when the projectiles hit.
Oh, well, I don't think there's any event for that unless the attack is actually a spell (A Unit Starts the Effect of An Ability). But that comes with some issues: the effect might be trigger set before the spell dealing damage. I guess it could work for what you need though if you consider an orb effect with 100% chance of a spell being cast, assuming that spell causes an effect.Though perhaps using Counter Helix was a bad example since you kinda want that to be on damage I guess, but if you want to trigger something that happens every time an archer fires an arrow (maybe a triggered multishot for instance) then you don't want to use a damage event.
You seem to be completely missing my point that I'm suggesting for an event—that is something along the lines of "a unit finishes an attack" rather than "a unit deals damage"—to be added, equivalent to "a unit finishes casting a spell" but for attacks.Well, yeah, when the projectile hits. Isn't that actually when the damage should be detected? Melee units also hit.
Oh, well, I don't think there's any event for that unless the attack is actually a spell (A Unit Starts the Effect of An Ability). But that comes with some issues: the effect might be trigger set before the spell dealing damage. I guess it could work for what you need though if you consider an orb effect with 100% chance of a spell being cast, assuming that spell causes an effect.
won't work with illusions, for instanceI want another native related to armor that resets the unit's armor calculation (base armor + upgrades + armor from attributes etc.) because sometimes you want to set a unit's armor to a constant and restore it later, but it receives armor from agility and upgrades during that time. Let's call it ResetUnitArmor
Why would it not work with illus?won't work with illusions, for instance
because they won't receive adjusted amount and you have to track it manually all the time, plus other various interactions with other stuff can't think about rnWhy would it not work with illus?
Banish does the same thing. Unfortunately the Banish visual effect is quite unique and can't be mimicked without actually banishing the unit.Speaking of illusions, it would be nice if they weren't hard-coded to always be blue for the owner. They make for pretty good dummies otherwise by using wand of illusion.
Also, for the times when you actually want it to be obvious that they're clones you want to perhaps make them gray/black and/or transparent and perhaps some attached special effects. But they'll still look like just a regular mirror image or wand of illusion for the owner.
Is this a joke? Last time I checked you can have a really long text on quests, but even so it's ridiculous to have anyway, no player wants to read a wall of text, for that he could just read a book. There's no point in having a long description for abilities at all, neither for items. Descriptions are supposed to be simple, concrete and concise. Pushing these kind of limits isn't what will make players play these maps. And one thing that looks like no one talks about and more important than length of text is the limitation of 100 moving units of each player and the glitch of being on a blocked cliff with different level from AI units and their units won't attack, they just stand still stuck on their cliff level. This is annoying for both players and mapmakers.This is frustrating. Guys, can we get way longer item descriptions, maybe screen sized?
Is it possible to have larger item descriptions?
At least make them as long as the ones for abilities...
For everything if possible, quests and all.
EDIT:
Also, multiple actions for unit group conditions so you won't have to use the and/or in a line. It would be great to have it like when you use the if/the/else/multiple actions.
face fucking palm. every single char matters, even color tags, even game-related tags. limit should be increased. U're absolutely incompetent to speak about it - get some experience first .Is this a joke? Last time I checked you can have a really long text on quests, but even so it's ridiculous to have anyway, no player wants to read a wall of text, for that he could just read a book. There's no point in having a long description for abilities at all, neither for items. Descriptions are supposed to be simple, concrete and concise. Pushing these kind of limits isn't what will make players play these maps. And one thing that looks like no one talks about and more important than length of text is the limitation of 100 moving units of each player and the glitch of being on a blocked cliff with different level from AI units and their units won't attack, they just stand still stuck on their cliff level. This is annoying for both players and mapmakers.
Use SetUnitPosition instead.Please make SetUnitX and SetUnitY functions work on units that have movement speed = 0 or movement type = NONE![]()
Typical butthurt guy that can't handle criticism, fails to prove his point and have no other choice rather than commit ad hominem falacy. You don't know what I know, so hold yourself man.face fucking palm. every single char matters, even color tags, even game-related tags. limit should be increased. U're absolutely incompetent to speak about it - get some experience first .
I already knew this, but what the hell is your point here? If you want to make your item tooltip to fit don't use many colours codes....face fucking palm. every single char matters, even color tags, even game-related tags.
You're the know it all, the god himself and the authority, please teach me senpaiU're absolutely incompetent to speak about it - get some experience first .
Occlusion in WC3? You could somewhat trigger that by hiding destructables in a 3 dimensional angle between the camera and the focal point, but it could be prone to desyncs.Transparent doodads/destructibles/covering units when other units are behind them, when?
function bot takes nothing returns nothing
call BJDebugMsg ("Bot code")
endfunction
function foo takes nothing returns nothing
call bar()
endfunction
function bar takes nothing returns nothing
call BJDebugMsg ("bar code")
call bot()
endfunction
Just a possible compiler feature to support by JASS2:
My basis for this proposal is that they have touched it a bit so that typecasting via shadow globals no longer work?
JASS:function bot takes nothing returns nothing call BJDebugMsg ("Bot code") endfunction function foo takes nothing returns nothing call bar() endfunction function bar takes nothing returns nothing call BJDebugMsg ("bar code") call bot() endfunction
Basically, one can call functions below it.
from: WC3 World Championship - Summer 2018here's another discussion, I desperately want @MindWorX to bring these:
- Map encryption or digital signature to prevent Netease from stealing your maps
- Fix bugs to stop external DLL (to stop micro transactions or in-app-purchasing)
Well, we can already do this... Unless you meant "... and have any number of custom abilities (with custom buffs) Stack appropriately with each other", which, unfortunately, is not possible for nearly all abilities.What you can add is the possibility of being able to make several abilities with the same base ability.
I'm not sure I totally understand. You can already create an arbitrarily large number of custom abilities based off a single standard ability. That is a thing.The Problem, is that if you want to do many similar skill, it will come time will have to use the triggers. And in different ways, if can up make several skills only one base, would avoid this work.
Something that I did not test (put color code of negative buff of the string), but it would avoid work also if it works. Endurance Aura with negative values, it does the opposite effect of the positive, only that buff of the ability, the text of the name of the buff is with positive sign.
"Intentionally forbids" imputes a certain level of malevolence that I simply cannot abide. Moreover, I believe it is incorrect; the option obviously exists, because Auras & a very select few abilities (such as Cloud (thanks @ScrewTheTrees !)) can indeed Stack with custom copies of themselves.The thing is blizzard intentionally forbid stacking of all kind of buffs. Slow? Acid bomb? Silence? Whatever else? Get out, u can't do it.
because thats how its stated in code. If base buff exists - refresh it with new data, else create one. There are no option to stack it except for Poison weapon. Those which do stack obviously belong to non-target spells, majority of singe target abilities cannot be stacked and requires to be triggered"Intentionally forbids" imputes a certain level of malevolence that I simply cannot abide. Moreover, I believe it is incorrect; the option obviously exists, because Auras & a very select few abilities (such as Cloud (thanks @ScrewTheTrees !)) can indeed Stack with custom copies of themselves.
The only challenge is figuring out how viable it is to have that option made available for all abilities, and determining Blizzard's stance on doing so.
Ahhh! I didn't understand you... If you're talking about multiples of an ability (custom or otherwise) on the same unit, then yes, that's an issue. However, I don't know that they can really fix that; it's Order IDs conflicting. Generally you can find an alternative ability (or trigger it) to do the same thing.Do you use the official editor? What for me, if I do two skill of one skill base. Only one will work, and if you use the other it will have the effect of the ability that overlap.
As an example, these days I was editing a map to make a map similar to Clash Royale, I did 8 skill based on the same ability, Dark Portal that invokes some units at the target point. But when I went to test, with 8 abilities in the construction that I did. Did what I did not want, the abilities that no is overlap, invoking the units of skill of overload and not the ones I wanted for that skill, besides invoking a wrong amount of skill which overlaped that.
If you insist on this discussion, I think I'll make a map or video just to show what I'm speaking about.
You say "obviously", but it seems nobody knew about Cloud until this last year or so; that's a long time (at least, nobody publicly talked about it).because thats how its stated in code. If base buff exists - refresh it with new data, else create one. There are no option to stack it except for Poison weapon. Those which do stack obviously belong to non-target spells, majority of singe target abilities cannot be stacked and requires to be triggered