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Updated Bronze Beard warrior

Warcraft III Models / Bronze Beard Warrior
« on: July 24, 2017, 10:17:38 PM »
Keywords: Bronze, Bear, warrior
Model Type: Unit, Hero
Model Category: Dwarf
Rating: 5
Warcraft III Model resource
« Created: July 24, 2017, 10:17:39 PM by BlizzMod »

Related Topics or Resources

Bronze Beard Warrior

A model from the abandoned project War of the Three Hammers, a campaign developed initially by Camel's Hump and with the participation of an great staff of modellers, animators and skinners. This is one of the several models developed for this project.

I hope you can give a good use in your project.

Notes: This model has no team color, but it has a lot of animations. It can be used as unit or hero, but mostly as a hero because it doens't have decay animations.

Uploaded BB_Crossbowman.

Warcraft III Models / Bronze Beard Crossbowman
« on: July 23, 2017, 09:48:50 PM »
Keywords: BB, Crossbowman
Model Type: Unit
Model Category: Dwarf
Rating: 5
Warcraft III Model resource
« Created: July 23, 2017, 09:48:50 PM by BlizzMod »

Related Topics or Resources

Bronze Beard Crossbowman

A model from the abandoned project War of the Three Hammers, a campaign developed initially by Camel's Hump and with the participation of an great staff of modellers, animators and skinners. This is one of the several models developed for this project.

I hope you can give a good use in your project.

Uploaded BB_Ramrider... at last!!!!

Warcraft III Models / Bronze Beard Ram Rider
« on: July 23, 2017, 09:00:55 PM »
Keywords: WotTH, BB, Ramrider
Model Type: Unit
Model Category: Dwarf
Rating: 5
Warcraft III Model resource
« Created: July 23, 2017, 09:00:55 PM by BlizzMod »

Related Topics or Resources

Bronze Beard Ram Rider

A model from the abandoned project War of the Three Hammers, a campaign developed initially by Camel's Hump and with the participation of an great staff of modellers, animators and skinners. This is one of the several models developed for this project.

I hope you can give a good use in your project.

Jass Tutorials / Trackables (Mouse detection)
« on: July 09, 2017, 01:51:10 AM »
Tutorial originally made by wonderpriest inspired in Kattana original tutorial.


A trackable is just something like a doodad, let's say. But it is different as it can't be selected, it can't be moved, it can't die, and it can't be eliminated. It doesn't even have to be seen if you don't want it to.
The point of a trackable is to harness the mouse detection for usage in triggers. Mouse detection just means the game registers when your mouse pointer moves over an object, or clicks it.

As I get more questions, I will answer them here so you don't have to sift through the posts.
Code: jass  [Select]
  1. Q. Do trackables work in multiplayer maps?
  2. A. Yes, they work fine. As for tracking which player triggered the trackable, you would need a handler system for that.

Although Blizzard gave us these functions to use mouse detection, it doesn't seem they really cared to finsh the code, because you can not retrieve a triggering player from a trackable event. Nor can a trackable be owned by a player.
The usage of trackables is very limited, because you can not manipulate anything about a trackable once you create it, or before. This means you can not move, scale, color, or make any other kind of modification. You just create it, and that's it.
Also, one of the reasons not many people know of trackables, is because they require JASS to fully use. You can create and manipulate trackables through the Custom Script action, but there is no event in GUI that uses trackables.
Fortunately, the functions are not very hard to understand and require little, if any, JASS knowledge.

I wanted to bring these trackables to attention, because even many JASSers seem to not know what they are. Trackables are a powerful tool that can be used to make better interactive systems, and even things like mini-games.

To use trackables, first you must create them. They can not be pre-placed in a map, so you must make them through triggers. They are created somewhat like units are created, only you use a model string to determine the model of the trackable, not an id or name.
This is actually very useful, because you can use any valid model path. This includes units, buildings, doodads...anything with a model path. If you use a unit or buildiing model, the trackable will appear looking like a neutral hostile unit, with no team colors.
Trackables do play animations. If you want a trackable to be invisible, you just insert a void string argument (""). Here is the function to create a trackable:

Code: jass  [Select]
  1. CreateTrackable(string modelpath, real x, real y, real facing)
  3. modelpath is the path of the model you would like to use. Use "" for an invisable trackable. Remember to use \\ instead of \.
  4. real x and real y are the coordinates of the location to create the trackable
  5. facing is the angle that the trackable faces (remember this cannot be changed after creation)

The events for trackables are as follows:

Code: jass  [Select]
  1. TriggerRegisterTrackableHitEvent(trigger whichTrigger, trackable t)
  2. TriggerRegisterTrackableTrackEvent(trigger whichTrigger, trackable t)
  4. trackable is a handle that you use like any other handle (unit, location...).

TriggerRegisterTrackableHitEvent registers when a player clicks on a trackable. TriggerRegisterTrackableTrackEvent registers when a player moves his mouse across a trackable.
You may notice that this same system is in place with normal units in Warcraft III. When you click a unit, you select it. When you pass over a unit with your mouse, a bar shows it's health.
Trackable events work like any other event, but you also need to specify a trackable for the event to register.

A Trigger:
This trigger will create a trackable, and when someone passes over it, a message will be sent.
Code: jass  [Select]
  1. function Massage takes nothing returns nothing
  2.     call DisplayTextToForce(GetPlayersAll(),"Peasant: OOh, that feels nice.") //Displays the pleasure of the peasant when we rub him with our mouse
  3. endfunction
  5. //===========================================================================
  6. function InitTrig_zomg takes nothing returns nothing
  7.  local trigger t=CreateTrigger() //Creates the trigger
  8.  local trackable tr=CreateTrackable("units\\human\\Peasant\\Peasant.mdl",0,0,-90) //Creates our trackable, with the peasant model
  9.     call TriggerRegisterTrackableTrackEvent(t,tr) //Registers when someone passes over tr with their mouse
  10.     call TriggerAddAction(t,function Massage) //Calls our actions function
  11. endfunction

You may notice I display the message to all players. This is because there is no 'GetTriggeringPlayer' for a trackable event, which is probably the biggest limitation of trackables. But, there is a 'GetTriggeringTrackable'. Which opens up possibilites to fix the missing TriggeringPlayer problem. (With 'GetTriggeringTrackable', you may be able to stimulate a Triggering Player, maybe by using the Handle Vars or another system)

The Result:

ADD: Trackable Workarounds (credits to KaTTana)
Using Handle Vars With Trackables
KaTTana wrote this part better than I can, so here it is.
You can find KaTTana's Trackables tutorial here: Link
You can find KaTTana's Handle Var turorial here: Link

A Part of KaTTana's Tutorial:
"We don't have any natives for getting the (x,y) coordinates of a trackable, but we can handle that ourselves with the Local Handle Variables.
Here is a custom API for extended use of trackables.

Code: jass  [Select]
  1. // ===========================
  2. //   Trackable API
  4. function GetTrackableX takes trackable tc returns real
  5.     return GetHandleReal(tc, "x")
  6. endfunction
  7. function GetTrackableY takes trackable tc returns real
  8.     return GetHandleReal(tc, "y")
  9. endfunction
  10. function GetTrackableFacing takes trackable tc returns real
  11.     return GetHandleReal(tc, "facing")
  12. endfunction
  13. function GetTrackablePath takes trackable tc returns string
  14.     return GetHandleString(tc, "path")
  15. endfunction
  17. function NewTrackable takes string path, real x, real y, real facing returns trackable
  18.     local trackable tc = CreateTrackable(path, x, y, facing)
  19.     call SetHandleReal(tc, "x", x)
  20.     call SetHandleReal(tc, "y", y)
  21.     call SetHandleReal(tc, "facing", facing)
  22.     call SetHandleString(tc, "path", path)
  23.     return tc
  24. endfunction

Trackables in Multiplayer
Previously, the tutorial stated that trackables didn't work in multiplayer, but that was wrong. They work fine, and they don't desynchronize the game.
However, there is no way to determine which player triggered the event on a trackable. We can work around this by creating a trackable for each player - each can only be triggered by one player.

Code: jass  [Select]
  1.     // t1 and t2 are visually the same trackable, but in fact they only work for one player each
  2.     local trackable t1 // Player 1's trackable
  3.     local trackable t2 // Player 2's trackable
  4.     local string peasant = "units\\human\\Peasant\\Peasant.mdl"
  5.     local string invisible = ""
  6.     local string path = invisible
  8.     if ( GetLocalPlayer() == Player(0) ) then
  9.         set path = peasant
  10.     endif
  11.     set t1 = CreateTrackable(path, -500, 0, 0)
  13.     set path = invisible
  14.     if ( GetLocalPlayer() == Player(1) ) then
  15.         set path = peasant
  16.     endif
  17.     set t2 = CreateTrackable(path, -500, 0, 0)
  19.     call SetHandleInt(t1, "player", 0) // Store which player "owns" this trackable
  20.     call SetHandleInt(t2, "player", 1) // Same for player 2
  22.     // Add events to register track/hit on t1 and t2...

After this, you can determine the player triggering a trackable by reading the local integer named "player" on the triggering trackable.

We can extend to NewTrackable if you like:
Code: jass  [Select]
  1. function GetTrackableOwner takes trackable t returns player
  2.     return Player(GetHandleInt(t, "player"))
  3. endfunction
  5. function NewTrackable takes string path, real x, real y, real facing, player owner returns trackable
  6.     local trackable tc
  7.     local string invisible = ""
  8.     if GetLocalPlayer() != owner then
  9.         set path = invisible
  10.     endif
  11.     set tc = CreateTrackable(path, x, y, facing)
  12.     call SetHandleReal(tc, "x", x)
  13.     call SetHandleReal(tc, "y", y)
  14.     call SetHandleReal(tc, "facing", facing)
  15.     call SetHandleString(tc, "path", path)
  16.     call SetHandleInt(tc, "player", GetPlayerId(owner))
  17.     return tc
  18. endfunction

Giving height to Trackables
Although the natives do not allow it, a simple workaround enables us to create trackables at a given height above ground.
Code: jass  [Select]
  1. function CreateTrackableZ takes string path, real x, real y, real z, real face returns trackable
  2.     local destructable d = CreateDestructableZ( 'OTip', x, y, z, 0.00, 1, 0 )
  3.     local trackable tr = CreateTrackable( path, x, y, face )
  4.     call RemoveDestructable( d )
  5.     set d = null
  6.     return tr
  7. endfunction
It works by creating an Invisible Platform at the given height, and then creating the trackable on top of that. After removing the platform, the trackable stays in place."

Once again, that was part of KaTTana's trackable tutorial, which you can find here: Link

That's it for the Trackables tutorial, thanks for reading, and hope you have fun using these in your map!

Questions, comments, and suggestions are welcome, and appreciated!

ADD: If anyone finds this confusing, or wants a demo map to look at, just say iit and I will make a demo map using all of the Trackable functions.

Jass Tutorials / Creating simple AIs for Hero Arena-type maps
« on: July 09, 2017, 01:42:59 AM »
Developed by Blade.dk

This tutorial will help you add a simple, but cool, AI to hero arena type maps.

The AI you’ll learn how to make here will not be perfect. The one we will create here will attack other heroes, pick up items, learn and use spells, but it won’t be as effective as a human player.

However, when you’ve learned the basics you should be able to improve it yourself.


JASS Knowledge – This tutorial uses JASS examples, and JASS-only features, so you will need to know JASS to follow this tutorial and make the AI. Technically it can be done in the GUI, but I won’t recommend that due to memory leaks, tons of unneeded code, and because using return bug and game cache based systems isn’t possible in the GUI. If you don’t know JASS, check the JASS tutorials at The JASS Vault and Wc3Campaigns.
You also need to know what a rawcode are, if you don’t, just search the different Warcraft 3 sites to find out.
A game cache and return bug based system – This can be KaTTaNa’s Local Handle Variables, Vexorian’s CSCache module (a part of the Caster System) or any other similar system.
In this tutorial I’ll use the CSCache module.
This map – A small map I’ve created that shows a simple AI like the one we’ll make in action. It is important that you have this map, as the tutorial often refers to it.

- The AI we’ll make here is not as good as a human player, but better than nothing. And when you’ve learned the basics, you should be able to improve it yourself.
- A lot of numbers (player numbers, for example) starts from 1 in the GUI, but while they starts from 0 in JASS. As this is a JASS tutorial, they start from 0 here.
- You don’t have to do the things exactly like I do them; I do it in my way, but if your way is better or you just feel more comfortable with it, do it your own way. I’m not perfect, and this tutorial isn’t perfect either, but hopefully it will help somebody.
- You could use the AI from my demo map without creating your own (if you do so, give me credit), but I suggest making your own, as maps can be very different, and because you should be able to learn more from making it yourself.
- The demo map is probably not perfectly unbugged, and it isn’t the funniest map either. Remember that it was just a map I quickly created to show a simple AI, if you want to see a better map with a good AI, take a look at Azeroth’s Arcane Arena.
- I would like to specially thank Vexorian for encouraging me to make my first AI for my map, giving me tips on how to do it, and for showing me his AI, which helped me improve mine. Thanks!


First create a new trigger with the “Player - Player 1 (Red) leaves the game” event. Convert it to JASS. We need that trigger to register when a player leaves the game, so we can start the AI for that player. At the moment it will only register when player 0 leaves the game, so we’ll use a loop to make it register when any player from 0-11 leaves instead.

We want the AI to use abilities. This may sound hard, but it isn’t. We just have to make the Heroes learn the abilities, and they’ll cast them themselves.

NOTE: The situation where a computer-controlled hero will cast a spell is always the same situation as where it would cast the spell it’s based on. So if you have a custom spell based on Silence, it will cast it in situations where it would cast it in melee games. NEVER base your spells of the “Channel” ability, as the AI never will use them. Changing the OrderString field on a spell in the Object Editor does nothing, it will still be the same as on the base spell.

To know which spells the heroes have, we create a game cache to store it in.

In the example map my trigger creates a gamecache at map initialization and saves it in the udg_GameCache global variable. Note that the cache HAS to be initialized before we starts using it, so I will do that in the first InitTrig function of my map.

In my map I create a function called “SetupSkills”. In the AI trigger’s InitTrig function I use the ExecuteFunc native (read more about that native here) to execute that function in another thread. This is to prevent the map initialization thread from getting too long, and crash.

My SetupSkills function looks like this:

Code: jass  [Select]
  1.  function SetupSkills takes nothing returns nothing
  2.     local string h // Create a local string variable
  3. // Paladin // Here we’ll initialise the Paladin’s skills, repeat this for all other heroes
  4.     set h = UnitId2String('Hpal') // Store the returned value of UnitId2String(‘Hpal’) in the local
  5.     call StoreInteger(udg_GameCache, h, "BaseSkill1", 'AHhb') // One of his base skills is Holy Light, store it as “BaseSkill1”
  6.     call StoreInteger(udg_GameCache, h, "BaseSkill2", 'AHds') // Store Divine Shield as “BaseSkill2”
  7.     call StoreInteger(udg_GameCache, h, "BaseSkill3", 'AHad') // Store Devotion Aura as “BaseSkill3”
  8.     call StoreInteger(udg_GameCache, h, "UltimateSkill", 'AHre') // Store Resurrection as his “UltimateSkill”
  9. // Repeat for each Hero.
  10. endfunction

Here’s my InitTrig_AI function:

Code: jass  [Select]
  1.  function InitTrig_AI takes nothing returns nothing
  2.     local integer i = 0
  3.     set gg_trg_AI = CreateTrigger(  )
  4.     loop
  5.         exitwhen i > 11
  6.         call TriggerRegisterPlayerEventLeave( gg_trg_AI, Player(i) )
  7.         set i = i + 1
  8.     endloop
  9.     call TriggerAddAction( gg_trg_AI, function PlayerLeaves )
  10.     call ExecuteFunc("SetupSkills")
  11. endfunction

Starting the AI for a hero

To control the AI I will use a timer. I create a function called “StartAI” that takes a single unit argument: the hero (check the function in the example map). The function just creates a timer, "attaches" the hero to it, and starts it (just make the expiration function now, we will out some actions into it later, but you need the function and endfunction lines to prevent getting compile errors).

This is the empty AILoop function and the StartAI function from the example map:

Code: jass  [Select]
  1. function AILoop takes nothing returns nothing
  2. endfunction
  4. function StartAI takes unit hero returns nothing
  5.     local timer m = CreateTimer()
  6.     call AttachObject(m, "hero", hero)
  7.     call TimerStart(m, 0, false, function AILoop)
  8.     set m = null
  9. endfunction

Note that I’m starting it as a “one-shot” timer, by using false as the 'periodic' boolean value (we’ll get back to that later).

Now just make your hero selection system call that function when a computer controlled player chooses a hero, and go to the function that is executed when a player leaves the game. Check if the player has a hero, if he/she has one, call the function that starts the AI on that hero. Example:

Code: jass  [Select]
  1. function PlayerLeaves takes nothing returns nothing
  2.     local player p = GetTriggerPlayer()
  3.     call DisplayTextToForce(bj_FORCE_ALL_PLAYERS, GetPlayerName(p)+" has left the game.")
  4.     if udg_Hero[GetPlayerId(p)] != null then
  5.         call StartAI(udg_Hero[GetPlayerId(p)])
  6.     endif
  7.     set p = null
  8. endfunction

NOTE: This will make the AI take control of a leaving player's hero, this is not needed, if you want to do something else when a player leaves.

Making the AI do something

Whenever the timer expires there are some things we want it to do:
  •    If the hero is dead, wait until he/she/it is revived.
  •    If the hero is about to die, order him/her/it to move to the fountain at the map center.
  •    If the hero has a fine amount of health, check if an enemy is close. If true, order the Hero to attack it, else check for items close to the hero, if any, issue a smart order so the Hero will pick the up. if there isn’t any, just order the hero to patrol to a random point in the arena.
  •    If the hero is alive and has any unused skill points, learn a skill.

We’ll start with declaring all the variables.  Notice the real variable 'e' in my function, it defines how long time will elapse before the timer expires again, so we can wait shorter time if the hero is dead, or longer time if he/she/it is attacking. That variable is initialized with the value 5.

Declare the local variables:

Code: jass  [Select]
  1. function AILoop takes nothing returns nothing
  2.     local string a = GetAttachmentTable(GetExpiredTimer())
  3.     local unit h = GetTableUnit(a, "hero")
  4.     local rect i
  5.     local location r
  6.     local real x = GetUnitX(h)
  7.     local real y = GetUnitY(h)
  8.     local group g
  9.     local boolexpr b
  10.     local boolexpr be
  11.     local unit f
  12.     local string o = OrderId2String(GetUnitCurrentOrder(h))
  13.     local real l = GetUnitState(h, UNIT_STATE_LIFE)
  14.     local real e = 5

We start with checking if the hero is dead, if he/she/it is, set the real variable to 1.5 (because waiting 5 seconds after revival is too long time, we don’t want that).

The hero’s life ('l' is 0, just set e to 1.5 to make the timer check more frequently for the hero’s revival.

Code: jass  [Select]
  1.     if l <= 0 then
  2.         set e = 1.5
  3.     endif

Next I check if the hero’s life is below 20% of it's max life. If it is low, order the hero to move to fountain and set the variable 'e' to 3.

The hero’s life is less than 20% of max life, so order the hero to move to the position of the fountain:

Code: jass  [Select]
  1.     if l < GetUnitState(h, UNIT_STATE_MAX_LIFE)/5 then
  2.         call IssuePointOrder(h, "move", GetUnitX(gg_unit_nfoh_0001), GetUnitY(gg_unit_nfoh_0001))
  3.         set e = 3

If the hero isn’t weak, check if he/she/it has a common order (to prevent it from interrupting channel spells). If it is a standard order, we check if any enemies are within a radius of 500. If true, simply issue an attack order (don’t change the 'e' variable, 5 seconds is fine in this situation).

Code: jass  [Select]
  1.  function AIFilterEnemyConditions takes nothing returns boolean
  2.     return GetUnitState(GetFilterUnit(), UNIT_STATE_LIFE) > 0 and IsPlayerEnemy(GetOwningPlayer(GetFilterUnit()), GetOwningPlayer(GetAttachedUnit(GetExpiredTimer(), "hero")))
  3. endfunction
  5.     else
  6.         if ((o == "smart") or (o == "attack") or (o == "patrol") or (o == "move") or (o == "stop") or (o == "hold") or (o == null)) then
  7.             set g = CreateGroup()
  8.             set b = Condition(function AIFilterEnemyConditions)
  9.             call GroupEnumUnitsInRange(g, x, y, 500, b)
  10.             set f = FirstOfGroup(g)
  11.             if f == null then
  12.             else
  13.                 call IssueTargetOrder(h, "attack", f)
  14.             endif
  15.             call DestroyGroup(g)
  16.             call DestroyBoolExpr(b)
  17.         endif

If no enemies are found, check for items. If an item is found, check if it’s a powerup. If it isn’t, check if the hero has any empty inventory slots, and order the hero to pick it up.

Code: jass  [Select]
  1.  function AISetItem takes nothing returns nothing
  2.     set bj_lastRemovedItem=GetEnumItem()
  3. endfunction
  5. function AIItemFilter takes nothing returns boolean
  6. endfunction
  8. function AIHasEmptyInventorySlot takes unit u returns boolean
  9.     return UnitItemInSlot(u, 0) == null or UnitItemInSlot(u, 1) == null or UnitItemInSlot(u, 2) == null or UnitItemInSlot(u, 3) == null or UnitItemInSlot(u, 4) == null or UnitItemInSlot(u, 5) == null
  10. endfunction
  12.             if f == null then
  13.                 set i = Rect(x-800, y-800, x+800, y+800)
  14.                 set be = Condition(function AIItemFilter)
  15.                 set bj_lastRemovedItem=null
  16.                 call EnumItemsInRect(i, be, function AISetItem)
  17.                 if bj_lastRemovedItem != null and (GetItemType(bj_lastRemovedItem) == ITEM_TYPE_POWERUP or AIHasEmptyInventorySlot(h)) then
  18.                     call IssueTargetOrder(h, "smart", bj_lastRemovedItem)
  19.                 else
  20.                 endif
  21.                 call RemoveRect(i)
  22.                 call DestroyBoolExpr(be)

If the hero has items in all slots, or no items existed, order him/her/it to patrol to a random location in the map, to find new targets.

Code: jass  [Select]
  1.                 else
  2.                     set r = GetRandomLocInRect(bj_mapInitialPlayableArea)
  3.                     call IssuePointOrderLoc(h, "patrol", r)
  4.                     call RemoveLocation(r)

Now let’s check if the hero has any unused skill points (keep this separated from the attack/item pickup/patrol block).

If he/she/it has, call a function that learns a skill to the hero. In my example I’ve used a function that stores the number it has taught the hero an ability, to keep a special pattern in the ability learning:

Code: jass  [Select]
  1. function AILearnSkill takes unit h, string a returns nothing
  2.     local integer i = GetTableInt(a, "LearnSkillOrder")+1
  3.     if i == 1 or i == 4 or i == 8 then
  4.         call SelectHeroSkill(h, GetStoredInteger(udg_GameCache, UnitId2String(GetUnitTypeId(h)), "BaseSkill1"))
  5.     elseif i == 2 or i == 5 or i == 9 then
  6.         call SelectHeroSkill(h, GetStoredInteger(udg_GameCache, UnitId2String(GetUnitTypeId(h)), "BaseSkill2"))
  7.     elseif i == 3 or i == 7 or i == 10 then
  8.         call SelectHeroSkill(h, GetStoredInteger(udg_GameCache, UnitId2String(GetUnitTypeId(h)), "BaseSkill3"))
  9.     elseif i == 6 then
  10.         call SelectHeroSkill(h, GetStoredInteger(udg_GameCache, UnitId2String(GetUnitTypeId(h)), "UltimateSkill"))
  11.     endif
  12.     call SetTableInt(a, "LearnSkillOrder", i)
  13. endfunction
  15.     if GetHeroSkillPoints(h) > 0 and l > 0 then
  16.         call AILearnSkill(h, a)
  17.     endif

Now simply make the timer expire again after 'e' seconds:

Code: jass  [Select]
  1.     call TimerStart(GetExpiredTimer(), e, true, function AILoop)

Last we need to set the local variables to null:

Code: jass  [Select]
  1.     set h = null
  2.     set i = null
  3.     set r = null
  4.     set g = null
  5.     set b = null
  6.     set f = null
  7.     set be = null

Final notes

This is the basics of it, it can be way better, but this should help you get started. Feel free to ask questions here or pm me.

It shouldn’t be complicated at all, but if you have just checked the tutorial it can be so. The map was made to give a better demonstration, so please check it.

When you have finished making your simple AI, try to add one or more of the following things to imrove it:

-   Try to make it find the weakest enemy close.
-   Try to make different AI players work together on killing a specific unit.
-   When most battles becomes centered about the fountain, make heroes run away from it when they’re fleeing.
-   Make the AI post text messages that varies depending on the situation (for example, an AI player can say “Die, sucker!” before killing you).

I hope this will help somebody!


WC3 Editing Tools / A new TESH Syntax Highlighter for Warcraft 3
« on: March 28, 2017, 10:53:33 PM »
Version: 0.9
Keywords: tesh, new, syntax, highlighting, vJASS, JASS
Operating System (OS):
  • Windows XP
  • Windows Vista
  • Windows 7
  • Windows 8
  • Windows 10
Tool Category: Text Editor & Highlighter
Rating: 5
Warcraft III Tool
« Created: March 28, 2017, 10:53:34 PM by moyack »
« Last Edit: March 30, 2017, 08:44:41 AM by moyack »
    TESH 2.0 - A new Trigger Editor Script Highlighter for Warcraft 3
    by looking_for_help

    1. Introduction

    It's been a long time since the first Trigger Editor Script Highlighter (TESH) was released by SFilip in 2007. His outstanding work was improved several times by others like Zoxc, Van Damm and Artificial, as well as by the developers of the Horus extension. The TESH adds some very nice Syntax Highlighting and Code-Completion functionality to the Warcraft 3 Editor and made coding in JASS and vJASS much more comfortable and nicer. However, after many years of extensive use, there are still some problems or things that could be solved nicer in order to make vJASS coding even more comfortable. As the original TESH is written in Delphi which is not free anymore and the source code is hardly commented at all, it was not possbile to build up such an extension on the original TESH source. For this reason, and because some of the features I had in mind required a modification of the Scintilla Source-Code itself, I decided to rewrite everything in C++ and restart with it completely from the scratch.

    2. Installation and Requirements

    To install the new TESH to your Warcrat 3 Trigger Editor, just download the attached zip-file, unzip it and put the folder in your jassnewgenpack5d installation folder:

    • Download the attached zip-file.
    • Unzip it using 7zip for example.
    • Place it in your jassnewgenpack5d folder replacing the former one
    • Make sure you don't use any other version of the SciLexer.dll and Hook.dll than delivered with this package, otherwise you will get an error message.

    3. New Functionality

    There is tons of new functionality, both compared to the first TESH and to the older versions of TESH 2.0 (before version 0.9).

    Many of the features are already listed in the Version 0.9 changelog. To list some here:

    • Fixed the input latency bug in the World Editor
    • Fixed the trigger corruption bug.
    • Added options dialog to allow user customization of styles and general options
    • Almost double styles configurable compared to the old TESH
    • Various options allow you to configure autocomplete behavior as well
    • Different general options allow you for example to enable/disable warnings, use reduced folding or enable/disable auto-braces, vertical line, line numbers and many more
    • Autocomplete window can now be configured to dynamically grow/shrink while typing and only listing matching items
    • Escape characters are now highlighted within strings
    • Int, Hex and Float numbers can now be styled differently
    • Nested block-comments are now highlighted correctly depending on their nesting level
    • Nesting levels can have a different style as well in block-comments (up to a nest level of 2)
    • URL hyperlinks in strings and comments are now highlighted and are CTRL-Click sensitive
    • Braces have now a primary and a secondary style for highlighting matches
    • User includes (functions) can be added to the highlighter by customized text files (like in the old TESH)
    • User includes can be reloaded and removed without the need to restart the editor
    • Function list also adds user includes
    • Function list now distinguishes between (normal) constants and events
    • Trigger templates can now be configured (both the button and the menu entries)
    • Users can build their own structure for trigger templates which is updated on the fly in the TESH menu
    • Keywords (normal, string and character keywords) are now stored in a SQLite database and can therefore also be modified from outside (including calltips and function list descriptions)
    • Search string for Trigger Editor window can now be configured by the .ini file "trigger_editor_name.ini"
    • New about dialog with more than 40 did-you-know messages
    • Improved performance
    • Fixed various bugs

    And attached some screenshots:

    Or some customized dark styling (just one example):

    4. Version History

    Attached is the version history of the TESH documented with links to the corresponding update which contain further information.

    Version Histroy

    Keywords: sharpcraft, custom natives, jass
    Operating System (OS):
    • Windows XP
    • Windows Vista
    • Windows 7
    • Windows 8
    • Windows 10
    Tool Category: Jass Scripting, Specific WE Module as a Standalone App, World Editor (WE) Add on or plugin
    Rating: 5
    Warcraft III Tool
    « Created: May 17, 2016, 10:20:14 PM by moyack »
    « Last Edit: June 07, 2017, 10:34:00 PM by moyack »
    Some of you might have heard about Reinventing the Craft. It's an old project I initially started in 2007 and worked extensively on for several years along with SFilip. Reinventing the Craft changed goals several times, but in the end, the idea was that we wanted to provide a stable API for extending Warcraft III with new natives and features. Sadly, due to limited coding experience and time, the project ended up collecting dust.

    Since we stopped working on it, I've been contacted several times by people asking for the source, but I was reluctant to release because of the mess it was and all the experimental features it had. On top of that, it was nearly impossible to maintain if an update were released.

    This got me to slowly work on a replacement. The new goal for the replacement was that it should be easier to use and it should prioritize maintainability in favor of features, and above all, it should be open source. Over the past few years I've worked on and off on project SharpCraft.

    SharpCraft is written from scratch in C# and using EasyHook to inject into Warcraft III, I'm able to do what Reinventing the Craft did. Likewise as Reinventing the Craft only worked with Windows, so does SharpCraft. If enough interest is shown in the future, I might be able to look into how to make a version for Mac. For the time being, the whole project relies heavily on Windows APIs though.

    I've finally reached a point where I feel confident in calling it usable and as such, I wanted to announce it.

    • MindWorX - for all initial development of SharpCraft
    • SFilip - for coding and research for our old project Reinventing the Craft.
    • PipeDream - for making Grimoire which have been used as reference and help on multiple occasions
    • xttocs - for making jAPI without which this probably wouldn't be possible
    Code: [Select]
     * Updated for 1.27a.

     * Added support for placing SharpCraft in a Warcraft III folder. It'll search the parent folder for war3.exe and use that if possible.
     * Changed the plugin system a bit again. Sorry. <3

     * Fixed .zip reading error.

    Everything is back to basics. SharpCraft now only has the core plugin functionality. All the advanced features will come as separate plugins.

     * Expanded the managed JASS type wrappers.
     * Implemented script-side events (issue #4)
     * Implemented new method for calling natives with strings, resulting in more speed, since we're avoiding conversion.
     * Implemented a better method for adding trigger actions.
     * Implemented a few more Jass types.
     * Minor improvement for the InternalNatives.JassStringHandleToString if check.
     * Added missing DelegateAction type.
     * Included commit number in the version number.
     * Fixed a bug with returned JassStrings when calling natives directly.

     * Giant refactor. Too many changes to list them all.
     * Added three new base classes for scripting.
     * * FullPluginBase; // This class is for plugins that need full access, which means file writing and more.
     * * SafePluginBase; // This class is for plugins that only need safe access.
     * * MapScriptBase;  // This class is for internal war3map.cs scripts. It is similar to SafePluginBase.
     * The sandbox milestone reached 100%, meaning more safety.
     * Interplugin usage it possible through simple dependency.

     * Fixed type return bug in CDestructable, CItem and CUnit.

     * Fixed a directory launcher issue.
     * Fixed version reporting.
     * Added several unmanaged classes to tinker with at your own risk.
     * Improved launcher error reporting.

     * Refactored the API. It will be backwards compatible until v2.
     * Added Input API for detecting keyboard and mouse input.
     * Added Interface API for detecting FPS and writing messages.
     * Added events for initializing systems that needs the JASS virtual machine ready.
     * Improved on various Jass types.
     * Improved on core functionality.

     * Improved the missing assembly loader.
     * Added casting from Int32 to JassUnitId.
     * Fixed WarcraftIII.IsMouseOverUI inverted return values.

     * Fixed issue with inferring return types of natives.

     * Fixed an issue with multiple plugins.
     * Fixed an issue with loading Lidgren.Network.

     * Added Lidgren networking support.

     * First stable release

     * Initial prerelease

    The tutorials assume a basic understanding of programming.
    SharpCraft Development Environment (basic), shows how to setup Visual Studio and use SharpCraft.
    SharpCraft Native Tutorial, shows how to add custom natives using the JassAPI plugin. This assumes you've followed the tutorial above.

    SharpCraft binaries and source can be found on GitHub.

    WC3 Editing Tools / Gmax 1.2
    « on: April 27, 2012, 07:49:05 AM »
    Version: 1.2
    Keywords: Gmax, 3D, Moddeling, free
    Operating System (OS):
    • Windows XP
    • Windows Vista
    • Windows 7
    • Windows 8
    • Windows 10
    Tool Category: 3D Art (Modelling)
    Rating: 5
    Warcraft III Tool
    « Created: April 09, 2016, 06:53:21 PM by moyack »
    GMAX 1.2

    Gmax 1.2 is a 3D modelling software developed originally by Autodesk and offered as a lite version of 3Dmax.

    Minimum System Requirements:

    • Windows® 2000 or Windows® 98;
    • Intel or AMD processor at 300 MHz or better;
    • 128MB RAM and 300MB swap space
    • Graphics card supporting 1024 x 768 x 16 bit color
    • OpenGL and Direct 3D/Direct X hardware acceleration
    • Windows-compliant mouse

    How to install:
    • Download the file.
    • Start the installation
    • When you're prompted for a key, please enter this: 6EC1D06D0852ABCAC41062700C1874FCBC321E48DE971F88899F5A65D3
    • Finish the installation and have fun :D

    WC3 Editing Tools / Magos' War3 Model Editor
    « on: August 28, 2011, 11:16:11 PM »
    Version: 1.07
    Keywords: Magos, Model Editor, Model Viewer
    Operating System (OS):
    • Windows XP
    • Windows Vista
    • Windows 7
    • Windows 8
    • Windows 10
    Tool Category: 3D Art (Modelling)
    Rating: 5
    Warcraft III Tool
    « Created: April 09, 2016, 06:59:43 PM by moyack »
    « Last Edit: June 07, 2017, 10:33:07 PM by moyack »

    This is another "must have" tool for WC3 modding. It allows basic edition and preview of models in WC3. It's a good complement to the MDLVIS model editor. It offers the following features:

    War3 Model Editor as the name suggests a Model Viewer and a Model Editor dedicated to Warcraft 3. It supports both loading and saving of *.mdl and *.mdx model formats which are used in Warcraft 3. It also supports *.bmp, *.tga, *.png, *.jpg, *.jpeg, *.pcx and *.blp texture formats.

    There is a built-in MPQ Browser that allows you to browse any MPQ archive, which also includes Warcraft 3 map files (*.w3m and *w3x). The MPQ Browser has been optimized for speed and is very fast to load and use. The MPQ Browser is customizable so you can add/remove your own icons and filters.

    For those who knows C++ I've implemented a DLL-interface for model importing so you can write your own model importer DLL's (for other formats than those I've supplied). Check out the link at the bottom of the page and the docs for more information.

    Don't expect this program to be in the same league as 3DStudio or the other leading commercial products. It was created as a simple (and free) alternative!

    See the included help-file for more information!

    As for the missing d3dx9_35.dll problem you may want to check out this site or this site.

    • Model Viewer
    • Model Editor
    • Geoset Importing/Exporting
    • Can save/load the model formats *.mdl and *.mdx
    • Can save/load the texture formats *.bmp, *.tga, *.png, *.jpg, *.jpeg, *.pcx and *.blp
    • Can import other model formats (importers stored in DLLs)
    • Ability to convert between the model formats
    • Ability to convert between the texture formats
    • MPQ Browser (very fast loading)
    • Support for custom listfiles
    • Support for custom MPQ filters & icons
    • Loading Screen Creator
    • A tool to create colored text for Warcraft 3
    Supported Importers
    • md2 (Quake 2)
    • ms3d (Milkshape)
    Not yet Implemented
    • Geoset Editor
    • Rendering Ribbon Emitters
    Known Bugs
    • Some transformations in combination with billboards are not correct!

    What's the difference between this version and the one found at home.magosx.com: it comes with a direct 3d library required to run.

    How to install:

    DOWNLOAD HERE, uncompress using 7z or other compression software which supports 7z format, open the folder and select "War3ModelEditor.exe". And thew magic will start :D

    WC3 Editing Tools / MDLVis
    « on: February 19, 2011, 10:41:41 PM »
    Version: 1.40
    Keywords: WC3 model Editor, animation editor, UVWRAP editor, Editor
    Operating System (OS):
    • Windows XP
    • Windows Vista
    • Windows 7
    • Windows 8
    Tool Category: 3D Art (Modelling)
    Rating: 5
    Warcraft III Tool
    « Created: April 09, 2016, 07:03:32 PM by moyack »
    « Last Edit: June 11, 2017, 06:31:44 AM by moyack »

    Related Topics or Resources

    What is this?

    This is one of the most complete free model editor for Warcraft III, originally designed to open and import WoW models into WC3, it offers several tools which help modelers to edit existing models.

    You just have to download this software clicking here and extract it in your PC. In order to open this file you'll need 7z which it can be downloaded here. It was packed in such way that it can be run without WC3 installed, but if it can't start, it's suggested to create a copy of the MDLvis.exe executable into the Warcraft folder.

    Enjoy the tool :D

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