W3x file player
The language uses several keywords as described here:. Only two "native types" exists: " nothing " and " handle ". All the other types are derived keyword " extends " from " handle ". You can assign several types of constant values to the handle type: a generic null value called " null ", any interger, any float, any string or trigger string, " true " and " false ". Handle is the only extendable type of the language.
The language is also used for AI files in warcraft. Example of a function definition:. Whereas the 4 bytes of booleans, integers and reals hold the actual value of the variable, the other types are only pointers.
Strings are pointers to an internal string array, where all strings are stored. Code, handles and all handle derived types are just pointers to functions and objects in memory. This means that we can store every variable in game cache by using the "StoreInteger" function.
The game cache was originally inteded for handing over data from one map to another by saving it to a cache file. But nowadays the cache is mainly used as a hash function to write information directly into memory and read it out later. This also enables communication between the map script and ai files.
You can write integers in the following three different ways: - ordinary: just like in any other language 65 - hex: in hexadecimal form with the 0x preset 0x3f - literal: as integer literal by putting the character with the equivalent ascii value in single quotes 'A'. Most ids such as unit ids, item ids, destructable ids and some more are also integer literals, for example 'Ahbz'. The characters within the single quotes have the same limitations as characters in strings, except that there is no escape character.
This is the tileset file. It contains all the data about the tilesets of the map. Let's say the map is divided into squares called "tiles". Each tile has 4 corners. In 3D, we define surfaces using points and in this case tiles are defined by their corners. I call one tile corner a "tilepoint". So if you want a x map, you'll have x tilepoints.
That's also why a tile texture is defined by each of its four tilepoints. A tile can be half dirt, one quarter grass and one quarter rock for example. The first tilepoint defined in the file stands for the lower left corner of the map when looking from the top, then it goes line by line horizontal.
Tilesets are the group of textures used for the ground. Here is the file format:. It appears that only a part of this byte is used for details. Usually set by the World Editor "boundary" tool.
Water level: Water level is stored just like ground height. The highest bit bit 15 is used for the boundary flag 1. This is just an example and I don't think you can find such a tilepoint on a map. It was just here for demonstration purpose.
This file has no header, only raw data. Only one of these two file is used for pathing. Since beta 1. The TGA format is really important because if Warcraft III doesn't recognise the file format, it'll do weird things on the tilesets like put blight everywhere!
Don't forget the alpha channel! Click Play Campaign. If the Maps folder does not exist, you must create it. Create a "Maps" folder, if it does not exist. Place the. Select the file in the file menu. Click Play Game. Do you frequently receive files like W3X that you can't open? Ruling out any possible issues with your computer would be a first step to solving your issues.
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Then "s" times a special doodad structure 16 bytes each : char[4]: doodad ID int: Z? Each trigger string is defined by a number trigger ID and a value for this number. The value for a specific trigger ID is set only once by the first definition encountered for this ID: if you have two times the trigger string 0 defined, only the first one will count. Example: in the.
If there are more than strings another the reference simply becomes one character longer. Both look the same. First table is original units table Original Blizzard Units. Second table is user-created units table Units created by the map designer. If 0 on original table, then skip default unit table. This is the number of following units. Even if we don't have any changes on original table, this value must be there.
If it is on original table, this is 0, since it isn't used.
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