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    posted a message on Increase performance of Warcraft mod

    I have an overclocked FX-6300 and an overclocked Sapphire Radeon 7950. Starcraft 2 with 800+ units runs at 14 fps if I remember correctly, even less sometimes. So I wouldn't blame the mod so fast, try the normal Starcraft 2 with no Fog of War or Black Mask. Create 800 lings and see if you have the same performance issues, which I believe you will. Maybe with 1-2fps on top.

    By my research, the main thing causing the lag is PATHING. If you want to use over 800 units I'd just set all units which are going to be massed to AIR pathing, that should help.

    Posted in: Warcraft Modding
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    posted a message on How do I change Mercenary Cost?

    Fixed! Found out that the map is actually using Terrazine and Custom Resource for Gold and Lumber. Mercenary costs can be modified in the units section.

    Posted in: Warcraft Modding
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    posted a message on How do I change Mercenary Cost?

    For example in the "Ashenvale Camp". The Satyr costs 255 Gold and 30 lumber. I want it to be 10 gold and 0 lumber. How do I do that? Also how do I give GOLD to a player? The trigger "Modify Player Property" does nothing when referenced to Minerals or Vespene.

    Posted in: Warcraft Modding
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    posted a message on Edited

    okay... well I am using (Latest) Version. When I click MODIFY on "War3 Extra" and then go to "battle.net" I can see that "Always Use Latest Version" is NOT checked. But still, it says (Latest) in teh menu. Also the newest version I see is "War3 Extra (GA) 1.30", there is no 2.0 .

    Posted in: Warcraft Modding
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    posted a message on Block pathing for air and ground units?

    Hello! I am having troubles with fly zones. I have this cliff that I don't want to be climbed by anything. While I brushed a "No Pathing" on it and also added some big No-Fly zones, flying units STILL path trough it. They don't go trough it of course, they just stand there flying against it like retards, which I am guessing is because their path is set TROUGH the No-Fly zones for some reason. How can I fix this? A player can tell his air units to attack and they wouldn't have arrived, because they're stuck bumping in a No-Fly zone while they could've just circled the zone. Just like a ground unit would find it's way to a Ramp or around a Tree.

    Posted in: Terrain
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    posted a message on You can submit bug/suggestion for my War3 Mod here

    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.

    Posted in: Warcraft Modding
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    posted a message on How do you use the button state images?

    @Renee2islga: Go

    Currently using it on custom dialogs, but I just went with the Zerg Button as it fits the Orc frame really well, so I won't bother with that much.

    I am also having trouble making a ".dds" file that would fit the cursor, as I want the Warcraft 3 Human Cursor to be default while hovering over an unit. I made the red and the green version, but sadly it's telling me "Unsupported image type". I am using Paint.NET to make them, and I can see them in the preview after being imported but sadly they won't work in-game.

    Also I believe that after your newest patch some of the City Building doodads have lost their textures, though I might be wrong as they could've been like that before.

    Haven't really found anything else that's a bug, your mod is working wonder and I am very happy to use it. My map is going great!

    If you need help with something, just say.

    Posted in: Warcraft Modding
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    posted a message on How do you use the button state images?

    Image: Assets\Textures\UI\Widgets\Console\Orc\orc-console-buttonstates2.tga I can't see a way to implement it into the map. Or even if I do it's something really complicated. So how do I use this? Is it even meant to be used?

    Posted in: Warcraft Modding
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    posted a message on You can submit bug/suggestion for my War3 Mod here

    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.

    Posted in: Warcraft Modding
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    posted a message on You can submit bug/suggestion for my War3 Mod here

    [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.

    Posted in: Warcraft Modding
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    posted a message on Last update before SC2 3.0

    That's awesome Renee! Thanks! Do I have to manually update the dependencies or will they do that by themselves?

    Posted in: Warcraft Modding
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    posted a message on You can submit bug/suggestion for my War3 Mod here

    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).
    Posted in: Warcraft Modding
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    posted a message on You can submit bug/suggestion for my War3 Mod here

    This post fked up, dont know how to add new lines, gonna rewrite it.

    Posted in: Warcraft Modding
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    posted a message on [Solved] Problem with name when copying a unit

    This was explained in a previous post. I don't think it's a bug, rather lack of functionality.

    After duplicating an unit, the original unit's name will change. Change it back (this will change the new unit's name too, but ignore that) Go to the new unit now. Remember or copy the duplicated unit's ID (double click, ID field, you can customize it if you'd like but there is no need). Go to the unit's details (where it's Life, Cost, Supplies and etc. are) and open the field "(Basic) Unit: Name". Having done that, set the TEXT KEY to "<unit id>/Name" Example: Text Key is: "nahy/Name" -> change it into "nahy2/Name". Then enter the new just under the Text Key. You're done. Editor might not update instantly.

    Posted in: Warcraft Modding
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    posted a message on You can submit bug/suggestion for my War3 Mod here

    Bug report: Instantly reviving a structure after death would leave the fire burning. Repairing it doesn't make the fire go away. Haven't found a workaround yet, I tried messing with actors but to no avail. Honestly I am not sure how burning effects work.

    Edit: Workaround by removing the flames: Find the validator "Terran Building Burn Down (Filters)" and then EXCLUDE "Revivable" from it. Then make every building you wouldn't want to burn in flames to be Revivable under Flags.

    Edit: Another, better workaround I just discovered is using the Data Editor to do everything. Since I just needed the damage nullified I used "Odin Don't Die" combined with a transfer ownership effect.

    Posted in: Warcraft Modding
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