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[DA+JJCP] DL_RFTD_0.2
http://forum.wc3edit.net/fulfilled-requests-f75/dl-rftd-0-2-t36545.html
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Author:  qooowinnerooop [ July 28th, 2019, 2:08 am ]
Post subject:  [DA+JJCP] DL_RFTD_0.2

Map Name: DL_RFTD_0.2

Map link: https://drive.google.com/open?id=1DrGLq ... 5vILHuYz_R

Request: I would like you to know the activator in this map

Thank you <3

I will be very grateful if you teach me how to find out The activator.

Sorry for bad english <3

Author:  devoltz [ July 28th, 2019, 2:38 am ]
Post subject:  Re: [DA+JJCP] DL_RFTD_0.2

That's a very interesting activator that works on a preload way, every game is a different activator.
It's defined by random with a RandomInt expression, so i added a simple "-show" command to show the current activator.
Since i'm lazy to create a new chat command handler, that "-show" thing will only work if JJCP is activated, so activate JJCP first.

Author:  qooowinnerooop [ July 28th, 2019, 3:53 am ]
Post subject:  Re: [DA+JJCP] DL_RFTD_0.2

Yehhh, thank you devoltz-senpai.

Author:  qooowinnerooop [ July 28th, 2019, 4:18 am ]
Post subject:  Re: [DA+JJCP] DL_RFTD_0.2

Hey Devoltz-senpai, For some reason, I will get Fatal Errors when I using any cheat with the "RandomInt activator"

Author:  devoltz [ July 28th, 2019, 1:37 pm ]
Post subject:  Re: [DA+JJCP] DL_RFTD_0.2

qooowinnerooop wrote:
Hey Devoltz-senpai, For some reason, I will get Fatal Errors when I using any cheat with the "RandomInt activator"
I tested like 6 times, but i'm using latest patch, maybe that's why.

Author:  qooowinnerooop [ July 28th, 2019, 1:52 pm ]
Post subject:  Re: [DA+JJCP] DL_RFTD_0.2

I also tested on your map, still get Errors :(, so sad.
I think this video will make you know my problem
https://www.youtube.com/watch?v=O5PCCkE ... e=youtu.be

btw: Thank For help me again <3

Author:  nuzamacuxe [ July 29th, 2019, 3:04 am ]
Post subject:  Re: [DA+JJCP] DL_RFTD_0.2

Basically whenever you host the map, it'll create a folder called Group inside of your Warcraft III main folder, so go there, open the Act.md3 file with notepad, REMOVE THE LAST NUMBER and one of the "-" since it adds in excess and copy it. Activate the cheatpack and press the numbers: 201001. You don't even need to use our versions.
NOTE: If you try to play on latest patches (1.28+), the preload file won't be created because Blizzard did block the preload function from create any file which doesn't has the .txt format.

////////////////////

But if you want to, give my version a try, same command but you don't need to enable any cp... just type: -show. The preload thing will just give you the same activator (actually it gives you a number too much but you can just remove the last number) as -show command (show command gives you the correct one), so forget the preload. Let me explain how the number thing works:

1) After you activate the cheatpack it'll get us till here:
Code:
function Fj takes nothing returns nothing
call DialogClear(XE[1])
call DialogSetMessage(XE[1],"|c0000FFFFNhung Game Thu Thich Choi Cheating")
set OE[1]=DialogAddButton(XE[1],"|CFF0080FF0",0)
set OE[2]=DialogAddButton(XE[1],"|c00FFFF001",0)
set OE[3]=DialogAddButton(XE[1],"|c00FF80402",0)
set OE[4]=DialogAddButton(XE[1],"|c00FF00003",0)
set OE[5]=DialogAddButton(XE[1],"|c008000FF4",0)
set OE[6]=DialogAddButton(XE[1],"|c00FF00FF5",0)
set OE[7]=DialogAddButton(XE[1],"|c0000FF006",0)
call DialogDisplay(GetTriggerPlayer(),XE[1],true)
endfunction

    1.1) But how will I know what's the right one? It's simple. Here:
    In game: 201001
    Spoiler:
    Code:
    function Jj takes nothing returns boolean
    local button kj=GetClickedButton()
    if kj==OE[1]then
    call fj()
    call ExecuteFunc("gj")
    elseif kj==OE[2]then
    call fj()
    call ExecuteFunc("gj")
    elseif kj==OE[3]then
    call Dj() <<<<<<< HERE
    call ExecuteFunc("gj")
    elseif kj==OE[4]then
    call fj()
    call ExecuteFunc("gj")
    elseif kj==OE[5]then
    call fj()
    call ExecuteFunc("gj")
    elseif kj==OE[6]then
    call fj()
    call ExecuteFunc("gj")
    elseif kj==OE[7]then
    call fj()
    call ExecuteFunc("gj")
    elseif kj==OE[8]then
    call Dj() <<<<<<< HERE
    call ExecuteFunc("Gj")
    elseif kj==OE[9]then
    call fj()
    call ExecuteFunc("Gj")
    elseif kj==OE[$A]then
    call fj()
    call ExecuteFunc("Gj")
    elseif kj==OE[$B]then
    call fj()
    call ExecuteFunc("Gj")
    elseif kj==OE[$C]then
    call fj()
    call ExecuteFunc("Gj")
    elseif kj==OE[$D]then
    call fj()
    call ExecuteFunc("Gj")
    elseif kj==OE[$E]then
    call fj()
    call ExecuteFunc("Gj")
    elseif kj==OE[$F]then
    call fj()
    call ExecuteFunc("hj")
    elseif kj==OE[16]then
    call Dj() <<<<<<< HERE
    call ExecuteFunc("hj")
    elseif kj==OE[17]then
    call fj()
    call ExecuteFunc("hj")
    elseif kj==OE[18]then
    call fj()
    call ExecuteFunc("hj")
    elseif kj==OE[19]then
    call fj()
    call ExecuteFunc("hj")
    elseif kj==OE[20]then
    call fj()
    call ExecuteFunc("hj")
    elseif kj==OE[21]then
    call fj()
    call ExecuteFunc("hj")
    elseif kj==OE[22]then
    call Dj() <<<<<<< HERE
    call ExecuteFunc("Hj")
    elseif kj==OE[23]then
    call fj()
    call ExecuteFunc("Hj")
    elseif kj==OE[24]then
    call fj()
    call ExecuteFunc("Hj")
    elseif kj==OE[25]then
    call fj()
    call ExecuteFunc("Hj")
    elseif kj==OE[26]then
    call fj()
    call ExecuteFunc("Hj")
    elseif kj==OE[27]then
    call fj()
    call ExecuteFunc("Hj")
    elseif kj==OE[28]then
    call fj()
    call ExecuteFunc("Hj")
    elseif kj==OE[29]then
    call Dj() <<<<<<< HERE
    call ExecuteFunc("jj")
    elseif kj==OE[30]then
    call fj()
    call ExecuteFunc("jj")
    elseif kj==OE[31]then
    call fj()
    call ExecuteFunc("jj")
    elseif kj==OE[32]then
    call fj()
    call ExecuteFunc("jj")
    elseif kj==OE[33]then
    call fj()
    call ExecuteFunc("jj")
    elseif kj==OE[34]then
    call fj()
    call ExecuteFunc("jj")
    elseif kj==OE[35]then
    call fj()
    call ExecuteFunc("jj")
    elseif kj==OE[36]then
    call fj()
    elseif kj==OE[37]then
    call Dj() <<<<<<< HERE
    elseif kj==OE[38]then
    call fj()
    elseif kj==OE[39]then
    call fj()
    elseif kj==OE[40]then
    call fj()
    elseif kj==OE[41]then
    call fj()
    elseif kj==OE[42]then
    call fj()
    endif
    return false
    endfunction
2) If you choose the wrong number it'll add you to a force (RE) which will lead you to a crash whenever you trigger any command:
    Code:
    elseif IsPlayerInForce(GetTriggerPlayer(),RE)then
    if GetTriggerPlayer()==GetLocalPlayer()then
    call Player(-1)
    endif

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