Newbish questions

howlingwolf

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I have a few questions that I really should know the answer to. D:

1: How do you change the physical size of a unit? Like having a huge Arthas?
2: What is a string, what does it do, and how do I use it?
3: How do I make a dummy unit?
EDIT4: What does it mean when someone says 'That trigger leaks'?
EDITEDIT5: I was making map where all the units changed into wolves at night. I had to go make a trigger for EVERY SINGLE unit in the map, which was very time consuming. I tried making a variable, but it only came up as 'Villager12' and 'Wolf17' and stuff like that. How do I select all of the villagers to change them using only a few triggers?

Thank you so much!
 

Gtam

Lerning how to write and read!! Yeah.
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1 In the object editor go to the unit then Scaling Value
2 Is word that is type during gameplay
3 Create a unit take away the modle and enable no attacks
4 It creates a point or something else that isnt remove and will eventualy causethe game to lag
5
Trigger:
  • THELPER
    • Events
      • Map initialization
    • Conditions
    • Actions
      • Unit Group - Pick every unit in (Units in (Playable map area) matching ((Matching unit) Equal to (Ur Villegers))) and do (Actions)
        • Loop - Actions
 

skyblader

You're living only because it's illegal killing.
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1: Go to object editor and go to the unit you want, and look for scaling size or value. Make it a bigger number to make a bigger unit.
2: A string is like a line of lines. My sentence is a string. It is used for example like in DotA, a player types string"-ap" it creates the allpick mode. Its like when u type something, it triggers the trigger to do something.
3: Try http://world-editor-tutorials.thehelper.net/cat_usersubmit.php?view=26751
4: When a trigger leaks, its like creating something without removing something. E.g. you set a variable to a point and after using it, you just leave it there, it takes up space and might lag the game. Another e.g. is that you create effects but you dont destroy them.
5:
Trigger:
  • Untitled Trigger 001
    • Events
      • Game - The in-game time of day becomes Equal to 18.00
    • Conditions
    • Actions
      • Unit Group - Pick every unit in (Units in (Playable map area) matching ((Unit-type of (Triggering unit)) Equal to Peasant)) and do (Actions)
        • Loop - Actions

And whatever you want to go under loop - actions.

Edit: Crap man.. I always start posting before others and trying to give the best answer I post later...
 

Komaqtion

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1. In the Object Editor, under Art - Scaling Value ;)

2. A string is usually used in JASS, well of course it's used in GUI too, but you usually don't need to know what it is there.
But it's simply text that is written between two ", like "This is a string! :p".
That's at least how you need to write it it JASS, but in GUI the WE does it for you ;)

3.A dummy unit is basicaly a unit with no model (and no collision size), to make it as easy as possible. It's used to cast spells which the caster normally doesn't have, like if you cast Firebolt, you can trigger it so that a dummy unit is created and casts stormbolt, so then you'll have a hammer and firebolt coming towards your target ;)

4.Read this, and you might understand something :D
http://www.thehelper.net/forums/showthread.php?t=27219

5. Use "Unit-Type" instead of "Unit", like:

Trigger:
  • At Night
    • Events
      • Game - The in-game time of day becomes Greater than or equal to 18.00
    • Conditions
    • Actions
      • Set Temp_Group = (Units of type (Villager))
      • Unit Group - Pick every unit in Temp_Group and do (Actions)
        • Loop - Actions
          • Unit - Replace (Picked unit) with a (Wolf) using The old unit's relative life and mana
      • Custom script: call DestroyGroup(udg_Temp_Group)


This will pick all villagers in the map, and replace them with wolves :D

Note: That last thing there"Custom script: call DestroyGroup(udg_Temp_Group)"...
That is something you'll learn when your read the tutorial in "4.".
It removes the leak created by the Unit-Group ;)
 

howlingwolf

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1: Thanks for that. *likes the idea of a massive Felguard*
2: How do I trigger a string?
3: Thanks for the link ^^
4: Alright, can I have a hand with a trigger I made?
Trigger:
  • JadenLycanthropy
    • Events
      • Game - The in-game time of day becomes Equal to 18.00
    • Conditions
    • Actions
      • Unit - Unhide Jaden (Wolfform) 0010 <gen>
      • Unit - Move Jaden (Wolfform) 0010 <gen> instantly to (Position of Werewolf 0009 <gen>)
      • Unit - Change ownership of Jaden (Wolfform) 0010 <gen> to Player 1 (Red) and Change color
      • Unit - Hide Werewolf 0009 <gen>
      • Unit - Change ownership of Werewolf 0009 <gen> to Player 12 (Brown) and Change color
      • Hero - Set Jaden (Wolfform) 0010 <gen> Hero-level to (Level of Werewolf 0009 <gen>), Hide level-up graphics
      • Special Effect - Create a special effect attached to the overhead of Jaden (Wolfform) 0010 <gen> using Abilities\Spells\Other\HowlOfTerror\HowlCaster.mdl

And the one that changed him back:
Trigger:
  • JadenLycanthropyBack
    • Events
      • Game - The in-game time of day becomes Equal to 6.00
    • Conditions
    • Actions
      • Unit - Change ownership of Werewolf 0009 <gen> to Player 1 (Red) and Change color
      • Unit - Unhide Werewolf 0009 <gen>
      • Unit - Move Werewolf 0009 <gen> instantly to (Position of Jaden (Wolfform) 0010 <gen>)
      • Unit - Hide Jaden (Wolfform) 0010 <gen>
      • Unit - Change ownership of Jaden (Wolfform) 0010 <gen> to Player 12 (Brown) and Change color
      • Hero - Set Werewolf 0009 <gen> Hero-level to (Hero level of Jaden (Wolfform) 0010 <gen>), Hide level-up graphics
      • Special Effect - Create a special effect at (Position of Werewolf 0009 <gen>) using Abilities\Spells\NightElf\Taunt\TauntCaster.mdl


Do they leak, by any chance?

5: Oh, thank you so much. About 10 female villagers, with seperate switch and switch back triggers takes a LOT of time. XD

EDIT6: I have a habit of remembering things a few seconds after I post. XD
The Taunt sound is really annoying, how do I change that in the trigger?
EDITEDIT7: Blame the chocolate I had this morning. XD How do I get custom music to play? I've made this trigger:
Trigger:
  • Map Start
    • Events
      • Map initialization
    • Conditions
    • Actions
      • Unit - Hide Jaden (Wolfform) 0010 <gen>
      • Game - Set the time of day to 12.00
      • Unit - Hide She-Wolf (Female) 0018 <gen>
      • Unit - Hide She-Wolf (Female) 0019 <gen>
      • Unit - Hide She-Wolf (Female) 0020 <gen>
      • Unit - Hide She-Wolf (Female) 0023 <gen>
      • Unit - Hide She-Wolf (Female) 0022 <gen>
      • Unit - Hide She-Wolf (Female) 0021 <gen>
      • Unit - Hide She-Wolf (Female) 0024 <gen>
      • Player - Make Player 1 (Red) treat Player 3 (Teal) as an Ally
      • Player - Make Player 3 (Teal) treat Player 1 (Red) as an Ally
      • Sound - Play GarohTheme <gen>, skipping the first 0.00 seconds and fading in over 2.00 seconds
      • Player - Make Player 1 (Red) treat Player 2 (Blue) as an Ally
      • Player - Make Player 2 (Blue) treat Player 1 (Red) as an Ally


It doesn't play the music. What am I doing wrong? D:

Thanks again for your help. ^^
 

skyblader

You're living only because it's illegal killing.
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2: Its under event.
Event
Player X types a message containing "string" as an exact match
Condition
Action
Blah blah blah
4: I dunno how to check for leaks.
5: Whats the problem here?
6: Is this fixed? if not, what taunt sound.
7: sorry cant help ya.
 

Gtam

Lerning how to write and read!! Yeah.
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4 no no leaks
7 it must be a MP3 or Wav file to work
 

howlingwolf

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5 was a random comment. XD
6: The sound that plays along with the amimation. I want to change it to maybe the sound played for Battle Roar, or something like that.
 

Gtam

Lerning how to write and read!! Yeah.
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In the Sound Editor not sure any further never use it but to change it is in there im sure
 

Komaqtion

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Yeas, 4. Leaks:

Code:
Unit - Move Jaden (Wolfform) 0010 <gen> instantly to [COLOR="Red"](Position of Werewolf 0009 <gen>)[/COLOR]

Code:
Unit - Move Werewolf 0009 <gen> instantly to [COLOR="red"](Position of Jaden (Wolfform)[/COLOR] 0010 <gen>)

And:

Code:
Special Effect - Create a special effect at [COLOR="red"](Position of Werewolf 0009 <gen>)[/COLOR] using Abilities\Spells\NightElf\Taunt\TauntCaster.mdl
 

skyblader

You're living only because it's illegal killing.
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Mistakes that you made. You have to ask him if you wanna know how to fix it.
 

Komaqtion

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To fix it, you'll need a Point Variable... I'll name it TempPoint :D
Then set TempPoint to that position, ex "(Position of Werewolf 0009 <gen>)", and do this instead:
Code:
Unit - Move Jaden (Wolfform) 0010 <gen> instantly to [COLOR="Red"]TempPoint[/COLOR]

Then add this Custom Script (There is an action called this) below that action:
Code:
Custom script:   call RemoveLocation(udg_TempPoint)

Then of course do this for the other 2 also ;)
 

Gtam

Lerning how to write and read!! Yeah.
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But if it is prepalced regions no leaks

Komaqtion: go check your PMs
 

Komaqtion

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Yes, since it's a point inside a region, and that leaks :D
But this still isn't a region, but position of a pre-placed unit
which leaks :D

@ SharkBait87: Will do :thup:
 

Gtam

Lerning how to write and read!! Yeah.
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O i see what you mean
So preplaced regions dont leak
But points in them do?
 

Komaqtion

You can change this now in User CP.
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Yepp, like (Center of ("Region")) leaks, but if you would do something with the actual region, like Pick units in region, the the region won't leak (Though the unit-group will :p)
 

howlingwolf

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Um, ok.
So if I do the preplaced region thing, would it still look as though the human character (Jaden) turned into a wolf at nightfall?
And with the custom scrips, I need JASS for that, don't I? I don't think I have that. D:
 

skyblader

You're living only because it's illegal killing.
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JASS is built in, you just need to convert it. But u dun nid to convert it to JASS to use custom script, its under Actions --> Custom script. But the custom script has to be word for word or there'll be an error.
 
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