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World Editor FAQ: Objects |
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Q:
| What are units, items, destructibles, and doodads?
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A: |
They are all objects, they can all be modified with the object editor, and they can
all be placed on the map with the terrain editor. Abilities, upgrades, buffs, and
effects are objects too, even though they can't be placed on the map. They will be
covered in the abilities section of the FAQ.
Buildings, troops and heroes are units. You can do pretty much anything to a unit.
They can have abilities, upgrades, and attacks.
Trees and bridges are destructibles. You they can be created or destroyed during the
map, but they can't be moved. Some special purpose doodas have other functions as
well.
Bushes, flowers, and rocks are doodads. They cannot be changed in any way during the
game.
Items can be created, destroyed, picked up, and used. They can have abilities, but
they only apply while in a hero's inventory.
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Q:
| Where can I edit these objects?
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A: |
Go to "Module->Object Editor" and click on the tab that you want. |
Q:
| How do I find an object or a field for the object?
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A: |
Use the "Edit->Find" command. |
Q:
| How do I change what an object looks like?
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A: |
Change the "Art - Model File" entry. For some unit and destructible models there may
be different animations you can play. For example if a unit has a Ghoul model and you
set the "Art - Required Animation Names" to "lumber", then you will turn the Ghoul into
a mini-Tauren. Some models changed with the Frozen Throne. To use the old version of a
model unset all options in "Art - Model File - Extra Versions". |
Q:
| How do I make another object look like a doodad?
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A: |
Some doodads, like rocks or flowers, have variations. Warcraft automatically appends a
variation number to the model file entry of any destructible/doodad that has more than
one variation, but it does not do so if they have only one variation (which includes all
other object types as well). The Object Editor only stores the base model name, without
the numbers. This causes problems when you try to use doodad models in places where
there is only once variation (like a unit for example). You will need to fix this
yourself.
Choose the model as normal, and exit the dialog.
Edit the model entry again.
Select "Custom".
Add in the variation number you want just before the file extension.
For example:
Doodads\Cityscape\Props\MagicRunes\MagicRunes.mdl
would become
Doodads\Cityscape\Props\MagicRunes\MagicRunes2.mdl
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Q:
| How do I give a unit two attacks?
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A: |
Make sure the two attacks have different kinds of targets. For example many units have
different attacks for units and buildings. Also make sure both attacks are enabled and
have range. |
Q:
| What do the "Art - Tinting Color" values do?
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A: |
You can set the values lower to remove color from a unit, making it darker. You can't
make a unit lighter using tint values. |
Q:
| I changed the movement speed to 1000, why isn't my unit moving really fast?
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A: |
The max speed in-game is 522. This includes boots of speed, bloodlust, and other such
effects. |
Q:
| How do I give a unit an area of effect attack?
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A: |
Make sure you have all of the "Area of Effect" entries for your attack filled in,
including targets. Then set your attack type to "msplash" or "artillery". |
Q:
| How do I use negative numbers?
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A: |
In the main editor window go to "File->Preferences->General" and check "Allow negative
real values in object editor". |
Q:
| How do I make my custom heroes build like standard ones?
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A: |
To limit training to one per hero type, specify the limit explicitly for each hero
type with the trigger action
Player - Limit Training Of Unit-Type
To make the custom hero count as a hero for use with the action
Player - Limit Training Of Heroes
it needs to be considered a dependency equivalent of the special hero code ('HERO').
These special equivalents can be modified from the Advanced->Gameplay Constants dialog
in the main window.
Simply add your custom hero to the list under Techtree - Dependency Equivalents - Hero.
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Q:
| How do I let players build multiples of standard heroes?
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A: |
Limit training as above, but use the number "-1". |
Q:
| How do I change where my heroes can be revived?
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A: |
The "Techtree - Hero Revival Locations" field can be used to limit the places where
the hero can revive to specific buildings. If this is empty (which it is by default for
all units), the hero can revive at any building which has the "Techtree - Revives Dead
Heroes" field turned on. |
Q:
| What do the "Art - Required Animation Names" entries do?
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A: |
They change which animations are displayed, depending on the model of the unit. For
example if you use a Peasant model and add the word "gold" then the peasant will always
look like he is carrying gold.
Not all units have all animations though. For example if you add the "channel" tag to an
Archmage he will look like he is casting a spell whenever he stands still. When he
starts moving he will no longer look like he is casting a spell because he has no "walk
channel" animation.
You can add these "animation tags" to individual units while the map is running by using
the trigger action "Animation - Add/Remove Unit Animation Tag" |
Q:
| Why are the base stats of my units not the same as the regular game?
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A: |
Melee maps use the unit data from the most recent patch, so they may change if a new
patch comes out. Non-melee maps use the original unit data (RoC 1.01 or TFT 1.07). This
is so patch changes will not mess up custom maps.
If you want to use the most recent patch data in your custom map, go to "Scenario->Map
Options..." and change the "Game Data Set" entry to "Latest Patch".
This only changes unit data, not abilities. As a result of this, when Blizzard made
drastic changes to abilities they create two versions of the ability. This is so the old
units can have the old ability and the new units can have the new ability. |
Q:
| Why is my unit causing crashes or disconnects?
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A: |
Not everything you can do in the editor will be valid in the game. In particular don't
do these things:Set a unit's collision size to 0.
Set a building's pathing map to "none".
Make a hero building.
Give a unit a loading ability without a cargo ability.
Set the "Damage - Number of Dice" field to a high number (there is no real reason to
set it above 2, just raise the base damage instead)
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Q:
| How do I change the descriptions of weapon/armor types? Like rename "piercing"
damage to "taco" damage?
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A: |
Go to "Advanced->Game Interface..." in the main editor window. |
Q:
| How do I give a non-flying unit a selection circle height?
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A: |
Selection circle height is only valid for flying units. |
Q:
| Where is Illidan's portal?
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A: |
The model is under units, and the name is "Portal". There is a unit using this model
under Human, Campaign, Special. There is a doodad using this model under Black Citadel,
Cinematic, "Shimmering Portal". |
Q:
| Where is Rockin Arthas (Arthas with a guitar)?
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A: |
The model is under destructibles, and the name is "Rockin Arthas". There is a
destructible using this model under Icecrown Glacier, Trees/Destructibles, "Rockin
Arthas". |
Q:
| Where is the model for the fight between Illidan and Arthas?
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A: |
The path is "Doodads\Cinematic\ArthasIllidanFight\ArthasIllidanFight.mdx". Both units
and the entire setting are one big model. You can't separate them without editing the
model. |
Q:
| How do I know what animations a unit has?
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A: |
Go to the main map window. Select a unit from the palette as if you were going to
place it on the map. You can see the unit animation names in the unit window on the left
side of the screen. A few animations (like victory) are not listed, but most are. |
Q:
| How can I use special units like marines, zerglings, or entangled gold mines?
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A: |
These units are all in the standard editor under Neutral Passive, Campaign. If you
still can't find them make sure you have uninstalled any 3rd-party programs that modify
the world editor. |
Q:
| Why is my icon green?
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A: |
A green square shows up when the can't find an icon file. If it only shows up
sometimes make sure you have both an enabled and disabled icon file set.
The custom paths for your imported icons should look like this:
ReplaceableTextures\CommandButtons\BTNMyIcon.blp
ReplaceableTextures\CommandButtonsDisabled\DISBTNMyIcon.blp
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Q:
| What does the Marketplace do?
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A: |
It starts out empty, and gets filled as items drop from creeps. You can also add items
manually through triggers. |
Q:
| How do I give the "any altar" requirement to my unit, instead of a specific type of
altar?
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A: |
The easiest way is to copy/paste the field from an item that already has it. The
other way is to shift-double-click the field and enter the magic code manually:
TALT - Any Altar TWN1 - Any Tier 1 Hall TWN2 - Any Tier 2 Hall TWN3 - Any tier 3 Hall
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Q:
| What are the special damage spill and factor fields for?
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A: |
Damage Spill Distance/Radius - Used for Artillery (Line) weapons to hit additional
units in a line behind the initial target.
Damage Loss Factor - Multiplies damage amount for each additional target hit after
the first one (i.e. damage is "lost" per target).
Damage Factor - Medium/Small - Multiplies damage occurring in the Area of Effect
(Medium/Small Damage) areas.
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Q:
| How do I change how heroes gain XP?
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A: |
The easy way is with the trigger action: " Hero - Make Player 1 (Red) Heroes gain
50.00% experience from future kills"
The hard way is in the Advanced->Gameplay Constants dialog. There are several fields
related to hero experience gain, all under "Hero XP Gained". These together determine
the XP given when a non-hero unit is killed.
- Table - XP gained per kill for the first several unit levels.
- Constant Factor (C)
- Level Factor (L)
- Previous Value Factor (P)
The table you enter only lists the XP gained for the first several levels. For the
remaining levels, Warcraft will calculate each entry in the table using C, L, P, and the
value of the previous entry in the table. Here is the formula:
f(x) = C + (L * x) + (P * f(x-1))
Where "x" is the unit's level, "f(x)" is the entry for level x, and "f(x-1)" is the
entry for the previous level.
Also:
- XP gained for killing units owned by the Neutral Hostile player is multiplied by
the Creep Reduction Table. The Creep Reduction is determined by the hero's level,
not the dying unit's level.
- XP gained for killing summoned units is multiplied by the Summoned Unit factor (as
a percent).
- XP gained for killing heroes uses a seperate table and formula.
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Q:
| How do I add or remove the glow from a hero?
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A: |
The glow is part of the hero's model. You can edit the model to add or remove the hero
glow you can find tutorials here: http://www.google.com/search?hl=en&lr=&ie=UTF-8&oe=UTF-8&c2coff=1&q=%22hero+glow%22+mdl
You can also use triggers to create special effects on your heroes that look like hero
glows. This does not involve model editing on your part, if you can find someone who has
the "hero glow only" model files (they are not hosted here).
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