World Editor Question(s)
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World Editor Question(s)
How do I create my own map that is not Melee? When I got into the World Editor it automatically makes the map Melee, and I can't figure out how to change it.
- Dekar
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Re: World Editor Question(s)
Just preplace units, change units stats or change the triggers. It will automatically remove the melee tag then on saving.
<EotA@Azeroth> YAKS GO MOOOOOOOOOOOOOOOOOOOOOOOO
Dekar: the ultimate ocean themed hero should buff and depend on spawn waves!
DarnYak: why is that
Dekar: WAVES
Dekar:
DarnYak: i was afraid that was the answer
Dekar: the ultimate ocean themed hero should buff and depend on spawn waves!
DarnYak: why is that
Dekar: WAVES
Dekar:
DarnYak: i was afraid that was the answer
- Discombobulator
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Re: World Editor Question(s)
Yeah, I noticed that after a little bit... and here I thought I had to actually change it somehow. =/Dekar wrote:Just preplace units, change units stats or change the triggers. It will automatically remove the melee tag then on saving.
Guess it was just a bit overwhelming the first time I looked at it... much more complicated than the Starcraft map editor.
Discombobulator: I appreciate your constructive help on this matter.
New questions:
Is the beacon a custom unit I have to download from somewhere? I can't find it amidst everything else.
How do you make normal units into Heroes? I'd like to make a Murloc type hero.
- Dekar
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Re: World Editor Question(s)
The circle is a unit filed somewhere under campaign I think.
You cant turn normal units into heroes or the other way around. You have to copy&paste the revelant lines.
You cant turn normal units into heroes or the other way around. You have to copy&paste the revelant lines.
<EotA@Azeroth> YAKS GO MOOOOOOOOOOOOOOOOOOOOOOOO
Dekar: the ultimate ocean themed hero should buff and depend on spawn waves!
DarnYak: why is that
Dekar: WAVES
Dekar:
DarnYak: i was afraid that was the answer
Dekar: the ultimate ocean themed hero should buff and depend on spawn waves!
DarnYak: why is that
Dekar: WAVES
Dekar:
DarnYak: i was afraid that was the answer
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Re: World Editor Question(s)
Much easier to find in the Object Editor...Dekar wrote:The circle is a unit filed somewhere under campaign I think.
Figured it out. I can just use a base hero, and change the game interface and model file to a murloc.You cant turn normal units into heroes or the other way around. You have to copy&paste the revelant lines.
- GeneralFunk
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Re: World Editor Question(s)
Usually the first thing I do for a map is delete the melee initialization trigger. >_>
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Re: World Editor Question(s)
I just kept the Melee time trigger, and then added my own triggers to the Initialization folder...
- GeneralFunk
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Re: World Editor Question(s)
I prefer to do everything in the custom script area. Especially since coming across
Or in my case
Code: Select all
//! inject main
<Put in initialization crap>
//! endinject
Code: Select all
//! inject main
call SetCameraBounds( -3328.0 + GetCameraMargin(CAMERA_MARGIN_LEFT), -3584.0 + GetCameraMargin(CAMERA_MARGIN_BOTTOM), 3328.0 - GetCameraMargin(CAMERA_MARGIN_RIGHT), 3072.0 - GetCameraMargin(CAMERA_MARGIN_TOP), -3328.0 + GetCameraMargin(CAMERA_MARGIN_LEFT), 3072.0 - GetCameraMargin(CAMERA_MARGIN_TOP), 3328.0 - GetCameraMargin(CAMERA_MARGIN_RIGHT), -3584.0 + GetCameraMargin(CAMERA_MARGIN_BOTTOM) )
call SetDayNightModels( "Environment\\DNC\\DNCLordaeron\\DNCLordaeronTerrain\\DNCLordaeronTerrain.mdl", "Environment\\DNC\\DNCLordaeron\\DNCLordaeronUnit\\DNCLordaeronUnit.mdl" )
call NewSoundEnvironment( "Default" )
call SetAmbientDaySound( "LordaeronSummerDay" )
call SetAmbientNightSound( "LordaeronSummerNight" )
call SetMapMusic( "Music", true, 0 )
call InitBlizzard( )
//call CreateCameras( )
//call CreateRegions( )
//call CreateAllUnits( )
//! dovjassinit
call InitGlobals( )
call InitCreateTriggers()
//call InitCustomTriggers( )
//call RunInitializationTriggers( )
call TP_Initialize()
//! endinject
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Re: World Editor Question(s)
That's a bit over my head at this point I think. What language is that in? Or is it exclusive to World Editor? It'd be nice to learn it if it'd make this whole thing easier.
- SeasonsOfLove
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Re: World Editor Question(s)
It's called JASS, and it's a WC3-only script. Go to wc3campaigns.net and find some tutorials for it there. Or jass.sourceforge.net (I *think* that's right)Darkblade wrote:That's a bit over my head at this point I think. What language is that in? Or is it exclusive to World Editor? It'd be nice to learn it if it'd make this whole thing easier.
- GeneralFunk
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Re: World Editor Question(s)
Well technically what I displayed is called vJass, which can only be used through World Edit mods, but in reality just gets converted to Jass code (in the background) during saving the map.
I don't know about getting use to vJass depending on what Blizzard will do, well some of the stuff still should be functional even with changes (I think).
The two most important things Jass has to offer versus GUI, is local variables and user defined functions. User defined functions allow you to create some code for triggers to use. An example how user defined functions are helpful, say you want unit spawning in multiple/several different triggers where a unit has temporary invincibility, rather than going through the steps of creating the unit, then giving it invulnerability, making a wait, then removing for every trigger that has it, you can just call/use the function you made that does those actions. Local variables allow you to have unique information for a trigger, and a separate one of the same type for every of that trigger that fires off.
For learning Jass, I would suggest Vexorian's Jass guide for learning Jass.
Vexorian says it's best to just go right to Jass versus GUI, but I believe that you can still learn some concepts, but mostly appreciation for Jass with working in GUI.
I don't know about getting use to vJass depending on what Blizzard will do, well some of the stuff still should be functional even with changes (I think).
The two most important things Jass has to offer versus GUI, is local variables and user defined functions. User defined functions allow you to create some code for triggers to use. An example how user defined functions are helpful, say you want unit spawning in multiple/several different triggers where a unit has temporary invincibility, rather than going through the steps of creating the unit, then giving it invulnerability, making a wait, then removing for every trigger that has it, you can just call/use the function you made that does those actions. Local variables allow you to have unique information for a trigger, and a separate one of the same type for every of that trigger that fires off.
For learning Jass, I would suggest Vexorian's Jass guide for learning Jass.
Vexorian says it's best to just go right to Jass versus GUI, but I believe that you can still learn some concepts, but mostly appreciation for Jass with working in GUI.
- Cokemonkey11
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Re: World Editor Question(s)
That's right, but it's a complicated manual. I'd recommend the tutorials on hive, wc3c, and jassvault.SeasonsOfLove wrote:It's called JASS, and it's a WC3-only script. Go to wc3campaigns.net and find some tutorials for it there. Or jass.sourceforge.net (I *think* that's right)Darkblade wrote:That's a bit over my head at this point I think. What language is that in? Or is it exclusive to World Editor? It'd be nice to learn it if it'd make this whole thing easier.
I miss EotA
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Re: World Editor Question(s)
If you have any prior coding experience its much much easier to understand.
I like EotA. Need more be said?