Several Questions to Wargus
Several Questions to Wargus
Hey guys,
first i want to say thank you for that really cool mod, it is awesome to see Warcraft in a modern script language and graphics. Me and my friend will have fun with that for sure!
Currently, i am trying to get things running and i have some questions you could help me with.
1) In the Gui, i got on the left side the "Stratagus" and Cycles counter. Is it possible to remove both strings, making the appearance more lighter like the vanilla game?
2) Is it possible to deactivate the Journal completly (i mean the messages in the upper middle of the screen like Peasant finished building etc.)? If yes, where?
3) I tried to mod some spells to my units but failed. I want to add f.e. Fireball to the Hero danath. I did this in the units.lua by giving him mana and the CanCastSpell = {"spell-fireball"}, string. Now he got the mana, but the spell icon does not appear. Do i have to configure the spell somewhere else too?
4) Is it possible to define, that a spell is already learned or has to be developed? It would be cool if my paladin hero would get his spells right from the start, but normal paladins have to wait for the spell research.
5) My idea is to make some heros available at the townhall, letting you chose one for your game. How can i assign new units to be produced in the buildings?
Thanks alot in advance for your help.
cheers,
r.
first i want to say thank you for that really cool mod, it is awesome to see Warcraft in a modern script language and graphics. Me and my friend will have fun with that for sure!
Currently, i am trying to get things running and i have some questions you could help me with.
1) In the Gui, i got on the left side the "Stratagus" and Cycles counter. Is it possible to remove both strings, making the appearance more lighter like the vanilla game?
2) Is it possible to deactivate the Journal completly (i mean the messages in the upper middle of the screen like Peasant finished building etc.)? If yes, where?
3) I tried to mod some spells to my units but failed. I want to add f.e. Fireball to the Hero danath. I did this in the units.lua by giving him mana and the CanCastSpell = {"spell-fireball"}, string. Now he got the mana, but the spell icon does not appear. Do i have to configure the spell somewhere else too?
4) Is it possible to define, that a spell is already learned or has to be developed? It would be cool if my paladin hero would get his spells right from the start, but normal paladins have to wait for the spell research.
5) My idea is to make some heros available at the townhall, letting you chose one for your game. How can i assign new units to be produced in the buildings?
Thanks alot in advance for your help.
cheers,
r.
Re: Several Questions to Wargus
1). Someone else will have to answer this one.
2). main menu -> options -> disable messages
3). Designate which buttons appear for which human units/buildings in scripts/human/buttons.lua
4). Edit the hero's buttons to include the spell buttons via the method in number 3
5). See number 3
2). main menu -> options -> disable messages
3). Designate which buttons appear for which human units/buildings in scripts/human/buttons.lua
4). Edit the hero's buttons to include the spell buttons via the method in number 3
5). See number 3
Re: Several Questions to Wargus
Hey,
thanks for your reply!
In my Main menu, i dont find the disable messages knob. I am running on the latest version. Any ideas?
Another question: What are the exp and level values for? do all units progress?
thanks,
r.
thanks for your reply!
In my Main menu, i dont find the disable messages knob. I am running on the latest version. Any ideas?
Another question: What are the exp and level values for? do all units progress?
thanks,
r.
Re: Several Questions to Wargus
Install the WIP (Wargus improvement project)..
In Wc2, the level reflected the number of upgrades the unit had active. In wyrmsun, the units can progress levels through gaining experience. I don't think experience has a real function in wargus .
In Wc2, the level reflected the number of upgrades the unit had active. In wyrmsun, the units can progress levels through gaining experience. I don't think experience has a real function in wargus .
Re: Several Questions to Wargus
hey,
thanks for you answer, i got mostly all working out well.
in my configuration journey i got new questions:
1) i created a new upgrade for a hero. it works fine, but i can do it several times. how can i make the button disappearing when it is used already?
2) i am trying to limit the player to build an unit just one time. i know there is a max unit value but i really want to enable a player just one time to create a hero. when the hero dies, he shall be gone forever. is it possible to allow the building of the unit only once?
3) is there a possibility to use the players name as a prerequisite for a button? we are a fixed gang of players and i want to enable player johnny to create hero 1 etc.
4) is it possible to edit the campaign maps? everytime i open them in the editor, it starts the mission briefing and crashs afterward.
5) is there any fix available for the crash when loading campaign games?
6) i tried to allow the healing spell to target self and to target another unit but i could only chose one of the paramenters (self and unit). is there a way to make it working for both targets?
7) is there a way to add the regeneration flag directly to a unit without giving it via addons?
thanks guys,
r.
thanks for you answer, i got mostly all working out well.
in my configuration journey i got new questions:
1) i created a new upgrade for a hero. it works fine, but i can do it several times. how can i make the button disappearing when it is used already?
2) i am trying to limit the player to build an unit just one time. i know there is a max unit value but i really want to enable a player just one time to create a hero. when the hero dies, he shall be gone forever. is it possible to allow the building of the unit only once?
3) is there a possibility to use the players name as a prerequisite for a button? we are a fixed gang of players and i want to enable player johnny to create hero 1 etc.
4) is it possible to edit the campaign maps? everytime i open them in the editor, it starts the mission briefing and crashs afterward.
5) is there any fix available for the crash when loading campaign games?
6) i tried to allow the healing spell to target self and to target another unit but i could only chose one of the paramenters (self and unit). is there a way to make it working for both targets?
7) is there a way to add the regeneration flag directly to a unit without giving it via addons?
thanks guys,
r.
Re: Several Questions to Wargus
Did you structure your upgrade button similar to how other upgrade buttons are structured?ramadeon wrote:hey,
thanks for you answer, i got mostly all working out well.
in my configuration journey i got new questions:
1) i created a new upgrade for a hero. it works fine, but i can do it several times. how can i make the button disappearing when it is used already?
What I did in Wyrmsun for exactly this sort of case was using a trigger which fired if the hero unit existed, and disallowed hiring the hero for all players thereafter. Here is an example:2) i am trying to limit the player to build an unit just one time. i know there is a max unit value but i really want to enable a player just one time to create a hero. when the hero dies, he shall be gone forever. is it possible to allow the building of the unit only once?
Code: Select all
AddTrigger(
function()
if (GameCycle == 0) then
return false
end
return true
end,
function()
if (GetNumUnitsAt(-1, "unit-hero-baglur", {0, 0}, {256, 256}) >= 1) then
DefineAllow("unit-hero-baglur", "FFFFFFFFFFFFFFFF")
return false
end
return true
end
)
Yes, but it is a bit complicated. You would need code that looked more or less like this:3) is there a possibility to use the players name as a prerequisite for a button? we are a fixed gang of players and i want to enable player johnny to create hero 1 etc.
Code: Select all
function GetArrayIncludes(array, item)
for key, value in pairs(array) do
if (value == item) then
return true
end
end
return false
end
function GetFactionForbiddenUnits(faction)
if (faction == "Norlund Clan") then
return { "unit-goblin-spearman", "unit-goblin-archer" }
elseif (faction == "Shinsplitter Clan") then
return { "unit-goblin-spearman", "unit-goblin-archer" }
elseif (faction == "Shorbear Clan") then
return { "unit-goblin-spearman", "unit-goblin-archer", "unit-hero-rugnur", "unit-hero-rugnur-steelclad", "unit-hero-baglur", "unit-hero-thursagan", "unit-hero-durstorn" }
elseif (faction == "Kal Kartha") then
return { "unit-goblin-spearman", "unit-goblin-archer", "unit-hero-rugnur", "unit-hero-rugnur-steelclad", "unit-hero-baglur", "unit-hero-durstorn" }
elseif (faction == "Knalga") then
return { "unit-goblin-spearman", "unit-goblin-archer" }
elseif (faction == "Lyr") then
return { "unit-goblin-spearman", "unit-goblin-archer" }
elseif (faction == "Goblins") then
return { "unit-dwarven-axefighter", "unit-dwarven-scout" }
else
return {}
end
end
local PlayerUnitFlag = {}
for i=0,15 do
if (GetArrayIncludes(GetFactionForbiddenUnits(GetPlayerData(i, "Name")), HERO_NAME)) then
PlayerUnitFlag[i] = "F"
else
PlayerUnitFlag[i] = "A"
end
end
flags = PlayerUnitFlag[0] .. PlayerUnitFlag[1] .. PlayerUnitFlag[2] .. PlayerUnitFlag[3] .. PlayerUnitFlag[4] .. PlayerUnitFlag[5] .. PlayerUnitFlag[6] .. PlayerUnitFlag[7] .. PlayerUnitFlag[8] .. PlayerUnitFlag[9] .. PlayerUnitFlag[10] .. PlayerUnitFlag[11] .. PlayerUnitFlag[12] .. PlayerUnitFlag[13] .. PlayerUnitFlag[14] .. PlayerUnitFlag[15]
DefineAllow(HERO_NAME, flags)
It is possible. The campaign maps crash because of this sort of line in the campaign map's .smp file:4) is it possible to edit the campaign maps? everytime i open them in the editor, it starts the mission briefing and crashs afterward.
Code: Select all
DefineMapSetup("./campaigns/human/level05h_c.sms")
Yes, I think the field is called "RegenerationRate" (a value of 1 means 1 HP recovered every second IIRC).7) is there a way to add the regeneration flag directly to a unit without giving it via addons?
I hope I've helped =)thanks guys,
r.
Re: Several Questions to Wargus
hey andrettin,
thanks alot for your answer, that will surely help me out.
though it seems to be more complex than i hoped, i will try my luck
cheers,
j.
thanks alot for your answer, that will surely help me out.
though it seems to be more complex than i hoped, i will try my luck
cheers,
j.
Re: Several Questions to Wargus
We are working on allowing mods and custom game modes in the next version. If you keep all your changes self-contained in a single file, we'll be able to include it with the next release as a mod or custom game mode.
04:27 jim4 why haven't you added wc1 support? this project sucks. i'm only going to use freecraft
05:06 jim4 finished wc1 support yet? i've been waiting for 6 years
05:10 jim4 new things scare me
05:06 jim4 finished wc1 support yet? i've been waiting for 6 years
05:10 jim4 new things scare me
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- Posts: 14
- Joined: Tue Dec 20, 2016 7:00 am
Re: Several Questions to Wargus
Hello guys!
Regarding pt. 2:
What if I want to enable the unit every time it dies? The problem is that every time a peasant exits a mine, or finishes building, the GetNumUnitsAt trigger fails to see the unit for a moment, and allows it. Next moment, the trigger checks again and disallows the unit, but a player has enough time to start building the unit.
How to make it work? Maybe add a delay in gamecycles?
Regarding pt. 2:
What if I want to enable the unit every time it dies? The problem is that every time a peasant exits a mine, or finishes building, the GetNumUnitsAt trigger fails to see the unit for a moment, and allows it. Next moment, the trigger checks again and disallows the unit, but a player has enough time to start building the unit.
How to make it work? Maybe add a delay in gamecycles?
-
- Posts: 14
- Joined: Tue Dec 20, 2016 7:00 am
Re: Several Questions to Wargus
This seems to fix the problem, but I wonder if it's a good method.
It's supposed to allow the unit only after certain time has passed after its disallowance
It's supposed to allow the unit only after certain time has passed after its disallowance
Code: Select all
local Peon1_time
AddTrigger(
function()
if (GameCycle == 0) then
return false
end
return true
end,
function()
if (GetNumUnitsAt(-1, "unit-peon", {0, 0}, {256, 256}) >= 1 ) then
DefineAllow("unit-peon", "FFFFFFFFFFFFFFFF")
Peon1_time = GameCycle
return true
end
return true
end
)
AddTrigger(
function()
if (GameCycle == 0) then
return false
end
return true
end,
function()
if ((GetNumUnitsAt(-1, "unit-peon", {0, 0}, {256, 256}) <= 0) and (GameCycle - Peon1_time > 200)) then
DefineAllow("unit-peon", "AAAAAAAAAAAAAAAA")
return true
end
return true
end
)