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便捷实用的WE小技巧-Handy WE Tips

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发表于 2006-4-18 18:18:51 | 显示全部楼层 |阅读模式
转自http://www.wc3campaigns.net/showthread.php?t=56334
不知道有人翻译过没 觉的写的很详细 确实有好多小技巧很有用呢:D

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This thread is composed of information compiled from a similar thread started by Whitehorn in the Triggers and Scripts forum, focusing on information specific to the General Development forum. I will attempt to keep this stickied thread current by incorporating suggestions on regular basis and cleaning up the posts. Please make all suggestions in this thread; don't post other threads about it and please don't PM me with the suggestions. If a topic is sufficiently large, I'll give it its own post in this thread and link to it from the first post. Note that this is not a source of tips for triggering.

Navigating in the World Editor
To manipulate the camera in the main World Editor window:
To rotate the camera, hold CTRL and the right mouse button and move the mouse. Move right to rotate clockwise and left to rotate counter-clockwise. Move up to rotate the camera up, and down to rotate down.
The mousewheel zooms in and out.
Contributed by Whitehorn.

In the distance in the world editor, there is a "blackness". This is because it does not show the map after a certain distance to conserve memory. If you need to view a certain distance away, you can hold down CTRL and move the mousewheel to change the distance at which the "blackness" starts. Moving the mousewheel forward brings the "blackness" closer, while moving backward pushes it away.
If you don't have a mousewheel, hold CTRL and SHIFT and then press the up or down arrows to change this in the same way.
Contributed by Milkman and Gitlich.

To use game fog and see it in the WE, go to Scenario>Map Options and select "Use Terrain Fog", and then go to View>Fog Effects.
Contributed by Milkman.

To view the entire map as from an eagle's eye, go to Advanced>View Entire Map. Be warned, doing this puts a large amount of strain on your computer, since it's showing every element of the map at the same time. If you try this on a slow computer, it may lag too badly or freeze. Doing this is only recommended if you want to get a screenshot of your complete map.
Contributed by Aznwhore and nathanmx.

To view a camera's motion while in the editor, select it in the Camera Palette. This lets you avoid having to play the map for a simple test.
Contributed by nathanmx.

Object Editor Tips
To copy objects (units, abilities, doodads, etc.) between maps, you can simply copy-and-paste. Open both maps in the World Editor, open the Object Editor, and select the object that you wish to copy. Right-click on the unit on the left (in the "tree") and select "Copy Unit" (or "Copy Doodad", etc.).
Switch to the other map using the Window menu. Right-click in the tree and select "Paste Unit".
If you're pasting a unit with custom abilities, you'll want to have copied the abilities over first, because if you don't, the new map won't be able to find them when you copy over the unit, and then you'll have to set them manually later.
Contributed by Whitehorn.

To make new hero units, create a new custom unit using an existing hero as the base. Change the unit Stats, Art, Pathing, etc., to match the unit that you want to be a hero. Possibly the most critical field to change is "Art - Model File", which defines the model that the hero unit uses.
Contributed by Whitehorn.

To use a specific variant of a doodad model that has multiple variations, use the file path of the doodad, but add the variation number followed by .mdl at the end. The WE automatically adds these variations to the path when the doodad is set for multiple variations, but many other objects, like units, don't have support for multiple variations.
Contributed by |LMM|Duff_Man.

If you need to see the object id's for whatever reason, you can make them appear in the Object Editor by hitting CTRL+D or going to View>Display Values As Raw Data. This allows you to use the object id for things like spell tooltips, as well as for other possible uses.
Contributed by BANE.

If you're selecting a model for an object or spell effect, you can preview the model by using a combination of the Object Editor and the main WE window. In the Object Editor, under the object that you want to change, go to the model selection and change it to a model that you wish to preview. Switch back to the main WE window, and the model will appear in the window on the middle of the left side. This allows you to rotate and position the model to see it in any fashion, and lets you select the different animations that the model has.
Contributed by nathanmx.

When editing a field in the object editor, you can make it ignore its hardcoded boundaries by holding SHIFT while double-clicking on it. This will allow you to enter negative values as well as values above any upper limit set by the game designers. Bear in mind, however, that lots of abilities won't know how to use values outside their set limits properly. Feel free to experiment.
Contributed by AFB-DieHard.

In order to properly set an icon in the command card for any kind of object, it's necessary to understand the button matrix. The command card in the lower-righthand corner of the screen has four buttons across and three buttons down. However, the numbers of these buttons start with 0 instead of 1. Therefore, the x-axis (left to right) buttons are 0, 1, 2, 3 and the y-axis (top to bottom) buttons are 0, 1, 2. By way of explanation, the smashed orc in the following diagram is in position 1,2 (x=1, y=2).
:) :) :) :)
:) :) :) :)
:) :P :)  :)
Contributed by Panto.

Map-Making Tips
To raise and lower doodads in the map, hold CTRL and press Page Up or Page Down.
Contributed by Milkman.

If you want to change the location of a doodad which has had its height changed manually, uncheck Advanced>Reset Fixed Object Heights, or else it will snap back to the level of the terrain.
Contributed by LegolasArcher.

To make rivers and bodies of water with smooth edges, make sure that Advanced>Enforce Water Height Limits is unchecked, and then paint deep water over the area where the river will be. Then, paint over the water using the "Increase One" terrain tool. Now you have plain ground with water underneath it (crazy!), so you can use the "Lower" tool to slope the ground into the water, making a nice river.
Contributed by Milkman.

You can make a river that appears to be flowing rapidly by placing Waterfall doodads over it and stretching them so that the water rushes quickly sideways.
Contributed by BananaTwist.

You can place doodads on top of each other by making them ignore collision. This can be accomplished by holding SHIFT while placing the doodad. However, two doodads cannot have the same center point.
Contributed by Dark Illidan and Milkman.

You can change the rotation of any object on the map by selecting the object, holding down CTRL and the left mouse button, and moving the mouse. However, some objects are only allowed to face in a few directions.
Contributed by Wyvern_8, SoulReaver, and Panto.

Destructible doodads can be set as dead by selecting the doodad and hitting DELETE. These doodads can be resurrected with triggers.
Contributed by Voi.

You can deselect anything that you have selected by pressing SPACE. Pressing SPACE again will re-select what you have just deselected.
Contributed by Milkman and Panto.

To quickly move an object or region, select it, hold ALT, and then left-click wherever you want it to be moved to.
Contributed by Mighty3k.

Good Mapping Practices
Save and rename your map, or make a backup copy in a different directory, often. If anything goes wrong (like your program crashes or computer freezes), this allows you to start working again without much data lost. Since the World Editor can crash while you're saving your map and make the map file unreadable, it's wise not to just save over the same map file all the time.
Contributed by BANE and Panto.

Always right click on things! There's tons of useful stuff that you'll never see, just waiting to make life easier. For example, when editing skills, you can use the right-click menu option "Auto Fill Levels" to increment information automatically.
Contributed by BANE.

If you've got a slow computer and are experiencing lag problems in the WE, sometimes deleting the player start locations will clear this up for you. Just be sure to add them back in before you're done.
Contributed by Wyvern_8.

Try out new maps and new tools all the time. Seeing how other mappers and programmers do things can open your mind to new ideas for spells and systems. Even if you can't access a map, just seeing how something happens in-game can give you good ideas.
Contributed by BBDino.

Don't try to make a map based on what you think will be popular. There's no gaurantee that it will, even if you do a good job. Make maps that you think are fun to yourself, and do things that you enjoy doing. This may be the key to having fun with the map-making process.
Contributed by BBDino.

Make sure that your World Editor does not auto-save every 5 minutes.
Contributed by Whitehorn.

If your map becomes corrupted for any reason, remember that using the File>Test Map feature saves the map to a separate file, and you can get your map back from that.
Contributed by zotax.

While using the File>Test Map feature, the map will use the same random "seed" every time that you play it, which means it won't really be random at all. You can set it to use a truly random "seed" by going to File > Preferences > Test Map and unchecking "Use Fixed Random Seed".
Contributed by BBDino.

Don't work on one map for too long at a time; take breaks.
Contributed by TheGameFreak.

Hotkeys
Look up hotkeys for yourself in the File>Configure Controls menu. You can also change them and define things that don't have default hotkeys here. However, this menu is only available for Windows 2000 and XP.
Contributed by nathanmx and Gitlich.

Ctrl+d turns on the object ID for everything in the Object Editor.
Contributed by BANE.

x, in the main WE window, changes to Letterbox view.
Contributed by nathanmx.

v, in the main WE window, changes to Game view.
Contributed by Aznwhore.

c, in the main WE window, changes to the Camera view.
Contributed by Aznwhore.

CTRL+SHIFT+c, in the main WE window, snaps to the Camera angle, without changing to Camera view.
Contributed by Skwee.

Print Screen takes a screenshot either in the main WE screen or in-game. Screenshots can be pasted into an image program or accessed as files from the Warcraft 3\Screenshots\ directory.
Contributed by Panto.

CTRL+a selects every object on the map of the type of the palette which you're using.
Contributed by johnfn and Panto.

[ 本帖最后由 illlusion 于 2006-4-22 11:13 编辑 ]
发表于 2006-4-18 18:41:26 | 显示全部楼层
楼上的英国老鼠很强啊。
但素偶们这种菜鸟看不懂啊。。。
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发表于 2006-4-18 18:41:33 | 显示全部楼层

个人觉得这个已经足够全面了

http://www.infor.org/~n1048/WESelfStudy/GoodArticles/WE_Tips.htm

WE常用小技巧
By Danny

一般
先大致?定好座?再??,???出的??比??。尤其要?一???的地??,定座?的?作更是不可少
善用剪下(Ctrl+X)、??(Ctrl+C)、?上(Ctrl+V)、?除(Delete):???Windows常用指令在WE也是??行得通,可以省下很多??
Ctrl+↑↓可拉?拉近??(如果你的滑鼠有??,旋???也可);Ctrl+←→可左右旋???
撰?更新?史和注意事?:WE可用的空?有限,建?在????器下?一??料?名?「?料」,?面加入一?名?「更新?史」的??,?它?成JASS?且停用之(Disable;快速?Ctrl+I),然後就可以?便?了;「注意事?」同理
在WE中??-?上中文?,要先?成中文?入法再??,要?上?也要先?成中文?入法再?上。否?可能?出???。
WE可以同?打?多?地?,?行地??的?料?移。可以?功能表的Window??地?,然後?定要??的?西???,再?Window??要?上的地??上?西,非常方便!!
WE常?有??不少的功能要??,建?大家自己??一?小型的、??功能?用的地????。不要每次想?什?都直接加到自己?的一?很大的地???,??速度是差很多的。

物件??
?取?位按住Ctrl再用滑鼠??一?地方,可以直接改??位的面?方向
?取?物按PageUp或PageDown可垂直上下移?
?取?物?按下?字?的12346789可微??物位置,甚至放到滑鼠不容易放到的地方
善用??器的取代?位和取代?物功能
不同??的?域可以?成不同的?色以利辨?
可以用物件管理器(F11)找?物件,?且做??和?除
物件??
利用?族、?役(Campaign)、特殊(Special)??位分?;物品或其它同理
?取一?物件,按下??再按下?上,就可以快速地以它?底?造出一?新物件
??
?人?定一定要用英文,能?中文的地方可以?量使用中文
??不用的??或??中的一行指令可以先停用(Ctrl+I、Ctrl+F)而不必急於?除
可以用物件管理器(F11)找?你要的??或??,以及??它?相互?用的情形,尤其可以?易看出是否有??未被??使用。?在研究他人的地??尤其有用 !
可以??一些作弊?以利??;作弊?建?限制??使用以免你忘了停用而??人??和?用:
 Init
 Events
  Map initialization
 Conditions
 Actions
  Custom script: set udg_IsSingleGame = bj_isSinglePlayer

?是判?是否??人??的?定,其中IsSingleGame是自己定的??。??是直接??成,用b社已判?好的??值,如果你要自己?算玩家?也可以。
  Debug Level Up
 Events
  Player - Player 1 (Red) types a chat message containing -level as An exact match
 Conditions
  IsSingleGame Equal to True
 Actions
  Unit Group - Pick every unit in (Units currently selected by (Triggering player)) and do (Hero - Set (Picked unit) Hero-level to 99, Show level-up graphics)

?是典型的作弊??法,??不用多作解?吧?
 
多利用?解,或者用?解功能?分隔?,日後修改??方便,不?自己看了都一??水。?解的原?基本上就是「把自己?作是?者」??,越??越好。除非日後不?再修改??地?、很快就能做好、或者?有保?程式怕被?改等特殊原因,否??者建?大家?成加上?解的??。
?存??是一?相??用的技巧,用得好可以?化??的?作,通常像??型的用x、y、z;整?用a、b、c;?用P1、P2、P3;?位用TempUnit;玩者用TempPlayer;物品用TempItem
利用副程式:不同??可以用Trigger - Run <Trigger> (checking(ignoring) conditions)互相?用。利用??,可以把常用的一?串?作??成?有Events的???作副程式。然後在主要的??用Trigger - Run <Trigger>?行呼叫,以增加便利性,也?方便修改。
善用Add Event:如果你要把一些特定的?位加入日後的事件,可以考?用Add Event。最典型的?例如?木?活。
使用?行JASS?定?域??,以解?一般??在等待中被修改的??。要??做只要?三?函?就?了:
local [??名?]................................必??在最前面
local [??名?] = [??初始值]........必??在最前面
set [??名?] = [??值]

技巧上??:
Custom script: set ?域?? = udg_全域??
Wait
Custom script: set udg_全域?? = ?域??
使用?行JASS?定「本?玩者」以便?特定玩者播放音效或者?行?似?作
在??不用的JASS?句前加上//以?到停用?行JASS的目的。
?於一些想在GUI??中直接使用,但是必?用JASS取得的函?值,可以用在初始化???在??中,例如:
 Init
 Events
  Map initialization
 Conditions
 Actions
  Custom script: set udg_IsSingleGame = bj_IsSinglePlayer
  Custom script: set udg_LocalPlayer = GetLocalPlayer()
  Custom script: set udg_Locust = \'Aloc\'

如此要用的?候就??很多:
Unit - Add Locust to (Triggering unit)
If (LocalPlayer Equal to Player 1 (Red)) then do (Sound - Play BlizzardTarget1 <gen>) else do (Do nothing)
程度高一?的可以??有?????漏的??,以?化地?,?低不必要的延?和?源浪?
技能?作
使用?藏?位?到合?技能效果、??技群?化、一般技改?自?施展等
利用有蝗?技能的?位做特效,以便做出不同大小、高度、?色、透明度的特效效果
使用Channel(??)做???技能的基底
使用Spell Book(魔法?)做出多???的技能
?藏被?技?示:把被?技放在Spell Book?,把Spell Book用??Disable,然後添加Spell Book?部?,部?就?得到?藏的被?技。
使用暴???(Storm Crow Form)技能以便用??改?非?行?位的?行高度。如果不想看到?示,可用Disable Ability
使用漂浮文字做出字幕效果,一般方法是:?造、?位移、??限、??命、?衰退?
使用??加入特效和音效,以增加技能的??度
利用科技需求做?技能的限制。例如要?英雄?身後就不能用技能,可以把它的技能加入一?科技需求:[?身前的英雄]
※注意是否允?科技重?(?玩家多?重覆英雄的情形)。
使用??Enable/Disable Ability做?技能的限制,和科技需求不同的是,被停用的技能不??示、不能??,而未?科技需求的技能仍??示出?示和?明,也可以??。
※注意是否允?科技重?(?玩家多?重覆英雄的情形)。
利用Turn On/Off以及??事件,做出?隔??短的?微??(卡通原理)
※注意是否支援多重施法
使用??技能?要注意技能可否重?、可否重?冷???(有些技能?涉到????,不能在一次技能生效期?施展第二次)、可否改?施法者的所有?、可否一?玩家多?施法者、可否用Spell Shield……等等可能造成??的??
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发表于 2006-4-19 10:34:37 | 显示全部楼层
1楼看起来太晕,保存以后慢慢看
先看3楼的
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发表于 2006-4-20 17:29:50 | 显示全部楼层
这么长的外文,我英语过了6级也需要花好多小时。而且,看懂也未必能翻译出来,有些味道会在翻译时丢失。
估计没人翻译了0
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 楼主| 发表于 2006-4-20 17:54:34 | 显示全部楼层
足以见证中国的教学及考级等等都顶个蛋用 都是浮云而已...

[ 本帖最后由 illlusion 于 2006-4-20 17:56 编辑 ]
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 楼主| 发表于 2006-4-20 20:59:03 | 显示全部楼层
原帖由 wataloo 于 2006-4-20 17:29 发表
这么长的外文,我英语过了6级也需要花好多小时。而且,看懂也未必能翻译出来,有些味道会在翻译时丢失。
估计没人翻译了0


其实我那句蓝色的话是想说: 如果每人翻译过的话 那我来翻译把 哈哈~~不想上次那样重蹈覆辙...:\'(
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发表于 2006-4-20 21:17:18 | 显示全部楼层
哈哈。上次也不错吖。。。努力翻吧。。。嗯嗯。
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发表于 2006-4-21 00:01:02 | 显示全部楼层
楼主翻译吧
我们支持你
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发表于 2006-4-21 13:31:18 | 显示全部楼层
hehe ,强烈支持这种挑战生命极限的行为!!!!
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发表于 2006-4-21 14:03:40 | 显示全部楼层
这种东西要是中文的才算是好东西,嘿嘿……
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 楼主| 发表于 2006-4-21 14:03:52 | 显示全部楼层
原帖由 wataloo 于 2006-4-21 13:31 发表
hehe ,强烈支持这种挑战生命极限的行为!!!!


一点也不挑战生命极限 就是要花点时间写想中文而已~~只是看的话 10多分钟就看完了。。。
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发表于 2006-4-21 14:11:04 | 显示全部楼层
那就推荐楼主去翻译MSDN
那才是真正意义上的***
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 楼主| 发表于 2006-4-21 14:13:41 | 显示全部楼层
。。。MSDN是什么?~~~
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发表于 2006-4-21 14:17:39 | 显示全部楼层
msdn.microsoft.com

M$允许用户订阅MSDN
其中的MSDN宇宙版,一年就是50张光盘

注意MSDN主要是文字资料,每年50张光盘
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 楼主| 发表于 2006-4-21 14:19:33 | 显示全部楼层
晕~哈哈。。翻译这个还不如去写本英语教程。。。
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发表于 2006-4-21 14:20:36 | 显示全部楼层
也就是说:Microsoft每年所写的文档就至少有50张光盘
这就是Microsoft的实力

对照看一下,感觉国内软件业实在是太浮躁了
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 楼主| 发表于 2006-4-21 14:23:56 | 显示全部楼层
浮躁一词用的好~~同时也可以很恰达的用到其他领域
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发表于 2006-4-22 11:05:40 | 显示全部楼层
想不?位大大的英文能力??好  真是造福要?WE的人
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