Different Protection?
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Different Protection?
Alright..ive just played a maze and the units in it, couldent be clicked on yet they could still be selected by making a box over em and i wanted to know how it worked. So i thought i'd try to open it up..i was able to load the map just fine in worldedit, however every trigger and pre-placed unit in the game werent shown in the map (units still in object editor though)....After opening the map in mpq master and extracting the jass file all the triggers were there...So for what reason was i able to open the map, yet not be able to view the triggers? If it was an deprotected map, there would have at least been one trigger inside there containing all the jass..and if it was protected i wouldent have been able to open the map at all...Can someone shed some light on this for me?
Heres the map incase you want to take a look...
Heres the map incase you want to take a look...
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Re: Different Protection?
i gotta say it does sound interesting... coz deprotected maps dont have a "Scripts" folder... and it looks like the triggers are in GUI (from the .j file)
is importing triggers possible?
well tho i have no idea how the maker did it... i just overided the protection thx to unprotect 1.04.
triggers are in jass but they are seperated. not all in 1 trigger...
is importing triggers possible?
well tho i have no idea how the maker did it... i just overided the protection thx to unprotect 1.04.
triggers are in jass but they are seperated. not all in 1 trigger...
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Re: Different Protection?
Thanks ;D Finally found what i was looking for..but im completely clueless about jass ;x This should probably be asked in the jass section but i dont really wanna make another thread just for it...If someone can take a look at this and tell me what it means i'd be grateful. For..my limited amount of knowledge it seems like it selects all units in the map, then adds the locust ability, hides the unit, shows the unit, removes the ability, selects the hero for each player...although this seems to not make much sense to me, its the only trigger that looks like it has something to do with the selection.
Anyways, about importing triggers, you can..however you cant import a jass file..so the only way to import triggers it by first exporting it from the map itself..and when most maps are protected..or in this case the triggers arent even there..it doesnt help much..
Code: Select all
function Trig_Locust_Func001A takes nothing returns nothing
call UnitAddAbility(GetEnumUnit(),'Aloc')
call ShowUnitHide(GetEnumUnit())
call ShowUnitShow(GetEnumUnit())
call UnitRemoveAbility(GetEnumUnit(),'Aloc')
call SelectUnitForPlayerSingle(GetEnumUnit(),GetOwningPlayer(GetEnumUnit()))
call SetUnitPathing(GetEnumUnit(),false)
endfunction
function Trig_Locust_Actions takes nothing returns nothing
call ForGroupBJ(GetUnitsInRectAll(bj_mapInitialPlayableArea),function Trig_Locust_Func001A)
endfunction
function InitTrig_Locust takes nothing returns nothing
set gg_trg_Locust=CreateTrigger()
call TriggerAddAction(gg_trg_Locust,function Trig_Locust_Actions)
endfunction
Anyways, about importing triggers, you can..however you cant import a jass file..so the only way to import triggers it by first exporting it from the map itself..and when most maps are protected..or in this case the triggers arent even there..it doesnt help much..
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Re: Different Protection?
i translated to GUI manually. checked the Convert and its the same. besides 1 problem
call ForGroupBJ(GetUnitsInRectAll(bj_mapInitialPlayableArea),function Trig_Locust_Func001A)
i couldnt get to that... maybe u can.. i just did it for Playeble Map Area... or smthing...
and i couldnt find what ability "Aloc" is... even with RMPQEx so i just used a random spell on the GUI..
here is the RMPQEx result for the ability
here is the GUI code
so i converted it and changed the spell back to Aloc... here is how it looks
sry its not 100% but i did my best
call ForGroupBJ(GetUnitsInRectAll(bj_mapInitialPlayableArea),function Trig_Locust_Func001A)
i couldnt get to that... maybe u can.. i just did it for Playeble Map Area... or smthing...
and i couldnt find what ability "Aloc" is... even with RMPQEx so i just used a random spell on the GUI..
here is the RMPQEx result for the ability
Spoiler:
here is the GUI code
Spoiler:
so i converted it and changed the spell back to Aloc... here is how it looks
Spoiler:
sry its not 100% but i did my best
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Re: Different Protection?
Tyvm ;D The thing that i was dident know about was the "turn collision off" It worked perfectly. Its kinda anoying since "Locust" doesnt appear in the ability list (unless i made a big oversight).. so i had to use a custom script for that part..
Besides that the only drawback to this trigger is that because the units cant be clicked normally you cant cast target-specific spells. ;x Ah well. Ty for the work ;D
Besides that the only drawback to this trigger is that because the units cant be clicked normally you cant cast target-specific spells. ;x Ah well. Ty for the work ;D