Bridges don't work (you can make it working by using Mar Sara Vertical (NOT HORIZONTAL) as an example). Haven't done that yet, would've posted it otherwise. Also they have no textures inside the editor.
Caves don't have any textures.
Half of the doodads are missing a model at least in the editor.
ERROR when daytime occurs -> the WakeUp_func returns:
"Could not get "unit" from parameter "UnitGetPosition" Line 3318 and 3319."
"Couldn't get "point" from "UnitGroupClosestToPoint" line 3319."
I get 3 Errors about "unit" and one about "point", repeating in the same pattern.
Problem is fixed by removing "Graveyard" undead unit from the game.
I believe the skeletons from the Graveyard are confusing the script.6
Magnataur Destroyer can attack air.. it's weird and it shouldn't happen.
Phoenix can attack ground, ground ranged units cannot return fire (the ones I tried).
Quote from breakthewind:
More stuff:
Roads don't work.
Bridges don't work (you can make it working by using Mar Sara Vertical (NOT HORIZONTAL) as an example). Haven't done that yet, would've posted it otherwise. Also they have no textures inside the editor.
Caves don't have any textures.
Half of the doodads are missing a model at least in the editor.
ERROR when daytime occurs -> the WakeUp_func returns:
"Could not get "unit" from parameter "UnitGetPosition" Line 3318 and 3319."
"Couldn't get "point" from "UnitGroupClosestToPoint" line 3319."
I get 3 Errors about "unit" and one about "point", repeating in the same pattern. Problem is fixed by removing "Graveyard" undead unit from the game. I believe the skeletons from the Graveyard are confusing the script.6
Magnataur Destroyer can attack air.. it's weird and it shouldn't happen.
Phoenix can attack ground, ground ranged units cannot return fire (the ones I tried).
----
The Caves/Bridges texture things are tricky, since the offical asset pack don't include all textures of war3, so I was adding the missing ones in previous updates, but caves and bridges have the lowest priority since they don't fit with SC2 cliffs well.
Also all Bridges well need to be recreated with 3ds Max, since the models in the offical pack lack walkable boxs. I was hesitate to do that, since the war3 mod is already too big... so also low priority.
I don't think 'half' of the doodad miss models, I added many models which orignally missed from the offical asset pack and put them into my war3 mod.
Though it is possible the offical asset pack culled even more models in the recent patch, would investgate.
Phoenix should work, you may used ground units which has magic attack, while Phoenix has immunity.
[9/18/2015 6:17:09 PM] USER: [ 28 3] CActorUnit[uabo] Model event could not spawn sound SND_AABM.
[9/18/2015 6:17:10 PM] USER: [ 28 3] CActorUnit[uabo] Model event could not spawn footprint model SPL_HBL0.
[9/18/2015 6:17:10 PM] USER: [ 28 3] CActorUnit[uabo] Model event could not spawn footprint model SPL_UBL1.
[9/18/2015 6:17:10 PM] USER: [ 28 3] CActorUnit[uabo] Model event could not spawn footprint model SPL_UBL0.
I am getting spammed with this in the editor Messages. This is not in-game. I just went to actors, searched for a footprint of a certain actor and it started doing this. Uabo seems to be the abomination actor, though deleting the abomination from the map hasn't fixed it.
Messages stop if I restart the editor or close the Terrain Module.
This is WITH the newest patch. Happened before too.
SND_AABM are spawn sound which orginal missed in the old war3 game itself.
I can just remove these call in the next update. A workaround in this version would be change the model uabo in the data editor, and change the Events field.
Remove line contains
SND_AABM
SPL_HBL0
SPL_UBL1
SPL_HBL0
Just tested my map. I attacked a unit with loads of wind riders. As the missiles were flying, that unit fell asleep. When the missiles hit they did 0 damage.
If the black whelps die while attacking, the green missile they fire flashes the whole screen.
Just tested my map. I attacked a unit with loads of wind riders. As the missiles were flying, that unit fell asleep. When the missiles hit they did 0 damage.
If the black whelps die while attacking, the green missile they fire flashes the whole screen.
Black whelps is simply the model issue in the asset pack. Will need time to create a new one.
I don't sure for the sleep part, will investigate.
Renee, I am experiencing one more bug, I am not sure if it's from your mod this time tho. It's kind of a weird one.
The event is "Unit - Any Unit takes Fatal or Non-Fatal Any damage (from Any effects)"
The Condition that causes the error is "(Player (Owner of (Triggering unit)) treats player (Owner of (Attacking Unit)) as Ally) == True" gives an error. It says that the player detected (16) is over the maximum allowed (15).
The Condition is named "Get Relationship Between Players".
The error appears when I attack any player. Even my own units. I am using Player 1 to test my map.
Edit: The bug always appears when trying to get Owner of Attacking Unit. It returns 16. No matter with which Player I attack.
Edit: It's happening with Starcraft 2 Units too.
Fix: Using the event "Unit - Any Unit is attacked with Any Weapon" instead of the other one fixes the problem. Rather a workaround tho.
Renee, I am experiencing one more bug, I am not sure if it's from your mod this time tho. It's kind of a weird one.
The event is "Unit - Any Unit takes Fatal or Non-Fatal Any damage (from Any effects)"
The Condition that causes the error is "(Player (Owner of (Triggering unit)) treats player (Owner of (Attacking Unit)) as Ally) == True" gives an error. It says that the player detected (16) is over the maximum allowed (15). The Condition is named "Get Relationship Between Players".
The error appears when I attack any player. Even my own units. I am using Player 1 to test my map.
Edit: The bug always appears when trying to get Owner of Attacking Unit. It returns 16. No matter with which Player I attack.
Edit: It's happening with Starcraft 2 Units too.
Fix: Using the event "Unit - Any Unit is attacked with Any Weapon" instead of the other one fixes the problem. Rather a workaround tho.
You will need to use Damging Unit to get the Attack for Unit Damaged events
I managed to fix most of the things that broke during the changeover to 3.0, but I am having difficulty getting Drunken Haze to work properly since 3.0.
It slows the opponents, and it ignites the burning effect when they are hit by breath of fire, but it doesn't affect their chance to miss. I fixed banshee curse by changing the validator field from it's unknown target filters to afaktargetfilters, but it's not working for Drunken Haze. I have re-downloaded the mod since 3.0, I have the map set to use latest file.
What should the target filters for drunken haze look like? It shows up as (BcrsMiss45ChanceTargetFilters (Unknown))
I managed to fix most of the things that broke during the changeover to 3.0, but I am having difficulty getting Drunken Haze to work properly since 3.0.
It slows the opponents, and it ignites the burning effect when they are hit by breath of fire, but it doesn't affect their chance to miss. I fixed banshee curse by changing the validator field from it's unknown target filters to afaktargetfilters, but it's not working for Drunken Haze. I have re-downloaded the mod since 3.0, I have the map set to use latest file.
What should the target filters for drunken haze look like? It shows up as (BcrsMiss45ChanceTargetFilters (Unknown))
These effect are supposed to have unknown filters=no filter.
So Curse should always work. it's not right to add a afakfilter to it.
I just forget to add 'miss' float text for the drunken haze, but it should already able to reduce cause the missing(no floating texts though)
Thanks for the fast response! When I use drunken haze in my melee/moba crossover map, I have 5 headhunters with the drunken haze debuff attacking the same target, and quite often it takes no damage at all. It seems to be working fine now that I reset the ability data. It just doesn't seem to pop up with little 'miss' text like how it does with banshee curse. I will take a look at how it works and (poorly) try to fix it myself until you get the opportunity to update it.
Thanks for the fantastic work on this mod! I will review your other posts about fixing the mouse cursor issues.
In the Editor, creating Ancient of War/Wind/etc in Uprooted state and then starting the game would result in an inability to turn in order to attack when rooted afterwards. It only works if it was built rooted.
Example: Start the editor, make a Ancient Protector (uprooted) somewhere. Start the map. Now root the protector. Try to attack enemies behind him, it will give you an error.
In the Editor, creating Ancient of War/Wind/etc in Uprooted state and then starting the game would result in an inability to turn in order to attack when rooted afterwards. It only works if it was built rooted. Example: Start the editor, make a Ancient Protector (uprooted) somewhere. Start the map. Now root the protector. Try to attack enemies behind him, it will give you an error.
Hmmm, looks like the turret would be lost between transformation in the current sc2.
Currently there isn't much good way to fix it. So you may have to use the rooted one, and use trigger at map init to uproot it.
Found one more thing.
Make a Dryad and an Archer in the Editor for Player 1 on the Highest Cliff Level.
Make a few Gnolls for Hostile (15) on the Same Cliff Level.
Put the Gnolls on Hold, make the Archer and the Dryad attack them.
Now the strange thing is that there's a 25% chance the Archer and the Dryad will deal 0 damage for some reason. At least in my map, every few attacks deal 0 damage and sometimes the ranged unit loses it's targets, even tho they are hostile, and wouldn't autoattack it again unless I tell it so.
It might be bugged for other units too. I am using Default weapon settings, but the weapon is a duplicate of the original, unchanged.
Edit: <I am no longer able to reproduce this bug, I changed nothing and it's gone now for some reason, I didn't even restart the map. I guess it might've been a glitch in my system or something...>
The "Error in WakeUp_Func. Could not get "group" from "UnitGroupCount" (value: 65535)" is still occurring.
I also managed to reproduce this problem by making a NEW map, adding your updated mods to it and running it without changing anything else.
There are only really two things that could improve the experience after a bit of playing with it. The hero glow is still visible to other players while the hero is stealthed. So if a blademaster sneaks into your base with windwalk, you can catch it pretty quick if you're there.
When I hit raise dead on my necromancers in Warcraft III, the necromancers force nearby Meat Wagons to drop all corpses, which the necromancers THEN proceed to raise as minions.
It's a fantastic mod, and I will be working with it more for sure. Has anyone else noticed that the mercenary camps all stopped working a little while ago? Or is that just me?
Rollback Post to RevisionRollBack
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More stuff:
I get 3 Errors about "unit" and one about "point", repeating in the same pattern. Problem is fixed by removing "Graveyard" undead unit from the game. I believe the skeletons from the Graveyard are confusing the script.6
Thanks for the bug reports:)
Quote from breakthewind:
More stuff:
Roads don't work.
Bridges don't work (you can make it working by using Mar Sara Vertical (NOT HORIZONTAL) as an example). Haven't done that yet, would've posted it otherwise. Also they have no textures inside the editor.
Caves don't have any textures.
Half of the doodads are missing a model at least in the editor.
ERROR when daytime occurs -> the WakeUp_func returns:
"Could not get "unit" from parameter "UnitGetPosition" Line 3318 and 3319."
"Couldn't get "point" from "UnitGroupClosestToPoint" line 3319."
I get 3 Errors about "unit" and one about "point", repeating in the same pattern. Problem is fixed by removing "Graveyard" undead unit from the game. I believe the skeletons from the Graveyard are confusing the script.6
Magnataur Destroyer can attack air.. it's weird and it shouldn't happen.
Phoenix can attack ground, ground ranged units cannot return fire (the ones I tried).
----
The Caves/Bridges texture things are tricky, since the offical asset pack don't include all textures of war3, so I was adding the missing ones in previous updates, but caves and bridges have the lowest priority since they don't fit with SC2 cliffs well.
Also all Bridges well need to be recreated with 3ds Max, since the models in the offical pack lack walkable boxs. I was hesitate to do that, since the war3 mod is already too big... so also low priority.
I don't think 'half' of the doodad miss models, I added many models which orignally missed from the offical asset pack and put them into my war3 mod.
Though it is possible the offical asset pack culled even more models in the recent patch, would investgate.
Phoenix should work, you may used ground units which has magic attack, while Phoenix has immunity.
[9/18/2015 6:17:09 PM] USER: [ 28 3] CActorUnit[uabo] Model event could not spawn sound SND_AABM. [9/18/2015 6:17:10 PM] USER: [ 28 3] CActorUnit[uabo] Model event could not spawn footprint model SPL_HBL0. [9/18/2015 6:17:10 PM] USER: [ 28 3] CActorUnit[uabo] Model event could not spawn footprint model SPL_UBL1. [9/18/2015 6:17:10 PM] USER: [ 28 3] CActorUnit[uabo] Model event could not spawn footprint model SPL_UBL0.
I am getting spammed with this in the editor Messages. This is not in-game. I just went to actors, searched for a footprint of a certain actor and it started doing this. Uabo seems to be the abomination actor, though deleting the abomination from the map hasn't fixed it.
Messages stop if I restart the editor or close the Terrain Module.
This is WITH the newest patch. Happened before too.
SND_AABM are spawn sound which orginal missed in the old war3 game itself.
I can just remove these call in the next update. A workaround in this version would be change the model uabo in the data editor, and change the Events field.
Remove line contains
SND_AABM
SPL_HBL0
SPL_UBL1
SPL_HBL0
Ok, never mind.
I just uploaded a new vision that should fixed the Abomination and Graveyard debug messages.
Only Data mod (War3 Data) and the Abil mod (War3 Extra) get changed.
Thanks for the report again.
Oh lawl you're fast. No problem, thanks for the fix again. And yes, you were right about the phoenix. I totally forgot that the phoenix is resistant.
Just tested my map. I attacked a unit with loads of wind riders. As the missiles were flying, that unit fell asleep. When the missiles hit they did 0 damage.
If the black whelps die while attacking, the green missile they fire flashes the whole screen.
Black whelps is simply the model issue in the asset pack. Will need time to create a new one.
I don't sure for the sleep part, will investigate.
Renee, I am experiencing one more bug, I am not sure if it's from your mod this time tho. It's kind of a weird one.
The event is "Unit - Any Unit takes Fatal or Non-Fatal Any damage (from Any effects)"
The Condition that causes the error is "(Player (Owner of (Triggering unit)) treats player (Owner of (Attacking Unit)) as Ally) == True" gives an error. It says that the player detected (16) is over the maximum allowed (15). The Condition is named "Get Relationship Between Players".
The error appears when I attack any player. Even my own units. I am using Player 1 to test my map.
Edit: The bug always appears when trying to get Owner of Attacking Unit. It returns 16. No matter with which Player I attack.
Edit: It's happening with Starcraft 2 Units too.
Fix: Using the event "Unit - Any Unit is attacked with Any Weapon" instead of the other one fixes the problem. Rather a workaround tho.
You will need to use Damging Unit to get the Attack for Unit Damaged events
And Attacker Unit is for Unit Attacked events.
I managed to fix most of the things that broke during the changeover to 3.0, but I am having difficulty getting Drunken Haze to work properly since 3.0.
It slows the opponents, and it ignites the burning effect when they are hit by breath of fire, but it doesn't affect their chance to miss. I fixed banshee curse by changing the validator field from it's unknown target filters to afaktargetfilters, but it's not working for Drunken Haze. I have re-downloaded the mod since 3.0, I have the map set to use latest file.
What should the target filters for drunken haze look like? It shows up as (BcrsMiss45ChanceTargetFilters (Unknown))
These effect are supposed to have unknown filters=no filter.
So Curse should always work. it's not right to add a afakfilter to it.
I just forget to add 'miss' float text for the drunken haze, but it should already able to reduce cause the missing(no floating texts though)
Would update the mod soon.
@Renee2islga: Go
Thanks for the fast response! When I use drunken haze in my melee/moba crossover map, I have 5 headhunters with the drunken haze debuff attacking the same target, and quite often it takes no damage at all. It seems to be working fine now that I reset the ability data. It just doesn't seem to pop up with little 'miss' text like how it does with banshee curse. I will take a look at how it works and (poorly) try to fix it myself until you get the opportunity to update it.
Thanks for the fantastic work on this mod! I will review your other posts about fixing the mouse cursor issues.
I've uploaded the fix.
You only need to upgrade War3 Extra (GA).
In the Editor, creating Ancient of War/Wind/etc in Uprooted state and then starting the game would result in an inability to turn in order to attack when rooted afterwards. It only works if it was built rooted. Example: Start the editor, make a Ancient Protector (uprooted) somewhere. Start the map. Now root the protector. Try to attack enemies behind him, it will give you an error.
Hmmm, looks like the turret would be lost between transformation in the current sc2.
Currently there isn't much good way to fix it. So you may have to use the rooted one, and use trigger at map init to uproot it.
Found one more thing.
Make a Dryad and an Archer in the Editor for Player 1 on the Highest Cliff Level.
Make a few Gnolls for Hostile (15) on the Same Cliff Level.
Put the Gnolls on Hold, make the Archer and the Dryad attack them.
Now the strange thing is that there's a 25% chance the Archer and the Dryad will deal 0 damage for some reason. At least in my map, every few attacks deal 0 damage and sometimes the ranged unit loses it's targets, even tho they are hostile, and wouldn't autoattack it again unless I tell it so.
It might be bugged for other units too. I am using Default weapon settings, but the weapon is a duplicate of the original, unchanged.
Edit: <I am no longer able to reproduce this bug, I changed nothing and it's gone now for some reason, I didn't even restart the map. I guess it might've been a glitch in my system or something...>
The "Error in WakeUp_Func. Could not get "group" from "UnitGroupCount" (value: 65535)" is still occurring.
I also managed to reproduce this problem by making a NEW map, adding your updated mods to it and running it without changing anything else.
Ok. looks like there are some accident revert in this trigger.
would fix then I get my hand on my pc.
There are only really two things that could improve the experience after a bit of playing with it. The hero glow is still visible to other players while the hero is stealthed. So if a blademaster sneaks into your base with windwalk, you can catch it pretty quick if you're there. When I hit raise dead on my necromancers in Warcraft III, the necromancers force nearby Meat Wagons to drop all corpses, which the necromancers THEN proceed to raise as minions. It's a fantastic mod, and I will be working with it more for sure. Has anyone else noticed that the mercenary camps all stopped working a little while ago? Or is that just me?