Now about the unit respawn... Really all I need to know is how to get the unique ID that was assigned to the unit so I can base my triggers off of that.
So, I've ran into a bit of an issue here with unit respawn. I know the easiest way to make a respawn system is to recreate the unit at the location of death, but I want a trigger that allows the unit to be created at the original location. I've created an array and even with all my knowledge of warcraft 3 trigger editing, I have found that there is no unit key that I can access for the array (or I haven't found it yet, but you know, that unique value given to all units?), which is a big problem for me. Is there a way to access this key/value?
Also, regarding memory leaks, I always knew they were a problem in WC3, but do we still need to worry about them as far as unit groups and locations?
This is more for the data editor, as I find the trigger editor to be.. ok..
For improvements, I don't really know where to start.
I've been working with the WC3 editor for years, and switching to
this editor is a nightmare. The first thing I've noticed was the sheer
complexity of the data editor. I tried my hardest to get it like the
WC3 editor, but it still has a few differences that I cannot avoid.
ctrl+shift+O & ctrl+T & shift+alt+E has really made it as close
as possible. There are 3 main categories of units, Neutral, Campaign, and Melee,
but honestly, it was a small luxury to have the Custom category for the
creation of new units.
How about making creating custom units a bit easier?
I've used the duplicate, and copy + paste, but they both
appear as a black ball. Why is that? Also why can't we change the
model of the unit inside the unit category? Is it really that hard
to implement a simple way to choose a model for a unit?
In my opinion there should be a simple version of the editor, and a normal version.
The simple version would have everything the normal person would need
inside the data editor for unit, such as the damage, the model, the size
and the color. In the normal version, there would be everything that this one
has, and you can enable advanced options which is pretty neat.. I guess.
About the advanced options though. Some options are hardly advanced.
The "Editor - Description" field is mandatory for any map editor out there.
It's as simple as that. A description of what you're training/building.
Newer users who wish to edit that one field are forced to choose advanced
options and get confused of what the point of each field is.
Honestly, the data editor is not user friendly at all. I'm very discouraged
of making maps because there's so many categories and it's too advanced!
I wouldn't mind having this kind of power be optional, but in order for someone
to get the basics of the data editor, they have to take 3 hours to study it.
Also I wouldn't mind seeing the ability to make a custom brush size. 16
just seems a bit small.
Please.. just simplify the editor with the option of having the normal editor.
0
@TheAlmaity: Go
Alright thanks :P
Now about the unit respawn... Really all I need to know is how to get the unique ID that was assigned to the unit so I can base my triggers off of that.
0
So, I've ran into a bit of an issue here with unit respawn. I know the easiest way to make a respawn system is to recreate the unit at the location of death, but I want a trigger that allows the unit to be created at the original location. I've created an array and even with all my knowledge of warcraft 3 trigger editing, I have found that there is no unit key that I can access for the array (or I haven't found it yet, but you know, that unique value given to all units?), which is a big problem for me. Is there a way to access this key/value?
Also, regarding memory leaks, I always knew they were a problem in WC3, but do we still need to worry about them as far as unit groups and locations?
Thanks for all help given :3
0
@chaosjones17: Go
paranoics says that it takes roughly 5.6 zerglings. seeing how we can't have .6 zerglings, we round up, so 5.6 = 6 zerglings.
That's false..
Sqrt((150/35)*(12.674/6.592))= 2.870515 zerglings required to kill 1 zealot.
Can't have .87 zerglings, so round up we get 3 zerglings.
He even states it on the line DIRECTLY underneath the equation in the last paragraph.
"Now we know that our zealot can take on roughly 3 zerglings at once, "
Retards.. Bet you guys didn't even get a GED yet.
0
This is more for the data editor, as I find the trigger editor to be.. ok..
For improvements, I don't really know where to start. I've been working with the WC3 editor for years, and switching to this editor is a nightmare. The first thing I've noticed was the sheer complexity of the data editor. I tried my hardest to get it like the WC3 editor, but it still has a few differences that I cannot avoid. ctrl+shift+O & ctrl+T & shift+alt+E has really made it as close as possible. There are 3 main categories of units, Neutral, Campaign, and Melee, but honestly, it was a small luxury to have the Custom category for the creation of new units.
How about making creating custom units a bit easier? I've used the duplicate, and copy + paste, but they both appear as a black ball. Why is that? Also why can't we change the model of the unit inside the unit category? Is it really that hard to implement a simple way to choose a model for a unit?
In my opinion there should be a simple version of the editor, and a normal version. The simple version would have everything the normal person would need inside the data editor for unit, such as the damage, the model, the size and the color. In the normal version, there would be everything that this one has, and you can enable advanced options which is pretty neat.. I guess.
About the advanced options though. Some options are hardly advanced. The "Editor - Description" field is mandatory for any map editor out there. It's as simple as that. A description of what you're training/building. Newer users who wish to edit that one field are forced to choose advanced options and get confused of what the point of each field is.
Honestly, the data editor is not user friendly at all. I'm very discouraged of making maps because there's so many categories and it's too advanced! I wouldn't mind having this kind of power be optional, but in order for someone to get the basics of the data editor, they have to take 3 hours to study it.
Also I wouldn't mind seeing the ability to make a custom brush size. 16 just seems a bit small.
Please.. just simplify the editor with the option of having the normal editor.