![]() ![]() You can do almost everything without deprotection The Russians wrote xdep which is the best (but still poor) tool and never improved it. Why is deprotection so bad and unusable? Well basically, no one ever wrote a good tool for it. ![]() You aren't going to deprotect and edit a map. Your deprotected map will probably not be saveable. It doesn't do any of this particularly well, but it makes it openable. It makes an attempt to save the variables as wc3 editor data. It also combines the entire map script into one huge trigger. What deprotection actually does - it restores some basic template files to the map so that it opens. So if you think we're going to deprotect a map and you'll open it up to a fully functional map with GUI triggers in it - I'm sorry but it's just not going to happen. The data that was used to build the map is gone permanently. It also scrambles up the map script so that it's very difficult for a human to read. These are things like: trigger editor data, preplaced unit data, level info, etc. To keep this at a very basic level, protection removes those world editor only files. It also adds certain "world editor only" files that are used in opening up the map in the World Editor, but not used in actually playing the map. For example, the scripts file (war3map.j), the units file (war3map.w3u), etc. When you launch the World Editor and save your map, the World Editor generates an MPQ Archive for you and then adds the files that WC3 needs to have in order to play the map. An MPQ is a type of file that Blizzard invented, and it's basically a file that contains other files - imagine a. Regardless of the extension, though, these files are referred to as an "MPQ". I thought I'd write this up to help people understand how pointless it is in most cases. Was hoping we might give us a more straightforward option either in a WC3 Patch, or in reforged.It seems there's a lot of misconceptions about what deprotection can do for you and when to request it. Having multiples of these triggers checking at once isn’t a good thing for a map I don’t think, it could lead to lag and maybe crashes? …and if I understand WC3 correctly, that will trigger for each and every single unit in the game whenever it is attacked to see if it is attacked by (X), which, in certain maps, can trigger dozens if not hundreds of times in large scale army battles. Unit - Set mana of Arthas Menethil 1590 to ((Mana of Arthas Menethil 1590 ) + 15.00) Unit - Set life of Arthas Menethil 1590 to ((Life of Arthas Menethil 1590 ) + 30.00) Unit - Set mana of (Attacked unit) to ((Mana of (Attacked unit)) - 15.00) Unit - Cause Arthas Menethil 1590 to damage (Attacked unit), dealing 30.00 damage of attack type Chaos and damage type Normal ((Triggering unit) is A structure) Equal to False (Unit-type of (Triggering unit)) Not equal to Control Point (Unit-type of (Triggering unit)) Not equal to Build Plot (Attacking unit) Equal to Arthas Menethil 1590 Would it be possible for us to get a event for if a Specific Unit attacks something?Ĭurrently, in order to do something like this, I have to do a Unit is Attacked Event with the condition that the attacking unit is (X), like the below for example… ![]()
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