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Mods & Development / triggers custom campanign
« Last post by Mistral on Today at 02:55:17 PM »
this custom campanign are working 100% on just triggers
there is only maps and war2mod triggers files nothing else

how to play: download and unpack in game folder
you must get something like War2/plugin/Triggers/ (24 files here)
find in game folder file war2mod.w2p and put it in plugin folder
if you not have war2mod.w2p then you must join war2ru server so it downloaded last version
this campanign only will work on war2mod version after 19 may 2025

in game just start playing Beyond Dark Portal ORC campanign, you will get custom missions ans objectives

p.s. briefings will be default, so you must check mission objective in the game itself (because they are changed using triggers)
p.s.s. do not forget to remove war2mod.w2p from plugins folder after playing that, because you cannot join to server with it
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Strategy & Replays / Re: For Shotgun
« Last post by justinschmidt on Today at 11:06:11 AM »
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Server.War2.ru / Re: Shotguns so angry...
« Last post by justinschmidt on May 18, 2025, 07:03:11 PM »
join clan [z]

[as] 4 life

thankyou tora dudakurtan for moving tournament even though you gave up watching it and duda for giving up playing when everyone even harrywangs was muttering "I'm here to play not waste my time for everyone else"

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Server.War2.ru / Re: Shotguns so angry...
« Last post by ~ToRa~ on May 17, 2025, 07:10:23 PM »
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Server.War2.ru / Shotguns so angry...
« Last post by Disgruntled on May 16, 2025, 10:35:28 PM »
....he hotkeyed all his ogres
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Mods & Development / Re: Triggers Script Editor
« Last post by Mistral on May 14, 2025, 04:14:56 PM »
wow man
very cool stuff
 :newthumbsup:
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Server.War2.ru / Re: Show Ally Resources While Playing
« Last post by Harrywangs on May 14, 2025, 03:57:56 PM »
If I could control their units, then I wouldn't have to tell my pard things and can just do them myself.

If I had a warning when my mine is at 10k, then I'd know when to expo.

If I knew when there were 5 chops left, I wouldn't get ran in on.

If towers had more vision, then I could see more and defend better.

If lust lasted 10 more secs, then I wouldn't run out of mana as quickly.


You can always make something easier but the easier you make things, the less skill required to be good.
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Mods & Development / Triggers Script Editor
« Last post by Qver on May 14, 2025, 02:23:27 PM »
Hello!

When I was making some maps with triggers I found it really boring making some uniform triggers (like giving each player 20 gold and 10 forest per sheep, etc) using Mistral's Triggers Editor. Idk how Mistral made some maps like Desert Strike (which has about a thousand triggers). So I made this program called Triggers Script Editor that allows you to write code that can be compiled into Mistral's triggers. Maybe I have put more efforts to do this program than just making triggers by mouse, but anyway, I made it.

Last development of it was, like, in December, and for some reason I didn't released it than. I'm not sure, but this version can still be very buggy. So dont forget to backup your sources). Program saves them automatically every 2 second when in foreground so in case of crush your sources should be safe. And I added very many asserts so now file should not be erased as it happens in earlier versions.

Now about program itselves.


Spoiler
UI:
Build button: compiles program in manual mode.
Push button: save result of your program to PUD selected in bottom right corner. Warning: it does not build your program automatically, so if you selected "Disable compilation" mode you need to build your program by using button above
Reset colors button: make all text in editor black, and then restyle it again. Can be usefull if styling broke down.
Editor & compiler mode:
Disable compilation: disabling auto compilation and colorizing of code.
Only color mode: enable auto compilation and colorizing of code.
Color & Completition: same as above, plus replacing compiler log with completition list. Assumed to work as Visual Studio one. To switch between this and above mode you can use F2 hotkey.
Compiler toolset: can be used to see internal structure of compiler. Used to debug this program. Hint: OK button can be used to see full compiler log if it doesn't fit in right pane.

Script language:
#? - display tiny help
It has c-style preprocessor that support #define #undef #ifdef #ifndef #endif
#message and #message8 - insert text in binary output. First - with unsigned short length, second with unsigned char length. Should be used to implement triggers
#asm - insert numbers in binary output. support @16 and @32 modificators to change length of bits of number in output. Default is 8 bits
#foreach X - equal to #foreach X 0..7
#foreach X a..b - repeats code between #foreach and #endeach (b-a+1) times, defining X all values from a to b
fun function_name int constant_integer int* variable auto anything - declare function. It must ends with end keyword. Function can be overrided only by number of arguments, but not its types
#import file_name - adding file to compilation. Works like #include in C, except you dont need quotes.
#pragma
  message X - display message to user
  error X - display message to user in red
  description - disaply all previos comments to user
  debug - Debugging method
  trace - Debugging method
if statement.
Code: [Select]
if a < 2
// do something
else
// do something else
done
You probably will use implemented functions for triggers. You can see the whole list in Compiler Toolset and in stdlib file.


Btw, you can see some examples of scripts: https://raw.githubusercontent.com/sindev666/olymp-libs/refs/heads/WarCraft2/WC2/1/My%20puds/2035.pud.txt https://github.com/sindev666/olymp-libs/blob/WarCraft2/WC2/1/Chalton%20-%20%20from%20slave%20to%20the%20king/D4_THE_BORDER.pud.txt

Almost all defines from stdlib were found in Mistral's war2mod source code. This is internal reason of using c-style preprocessor.

If someone will be insteresting about it I can give more detailed description of what is inside and how it works

Download: https://github.com/sindev666/olymp-libs/raw/refs/heads/WarCraft2/WC2/TSE/Trigger%20Script%20Editor%201.0.zip
Virustotal: https://www.virustotal.com/gui/url/8a23df6b8e51303b10f64de32ccc18babff8d795a2fea48de445dd5960809fa9/detection

If you meet some bugs - you can write about them here. But this is just fan project, that I posting in hope that it can be usefull for someone, so dont except bugs to be fixed quickly.
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Server.War2.ru / Re: Show Ally Resources While Playing
« Last post by Dudakurten on May 12, 2025, 01:36:14 AM »
I think is a good idea .
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Server.War2.ru / Show Ally Resources While Playing
« Last post by amosfuegel on May 11, 2025, 10:58:09 PM »
Hey, I was wondering if it would be possible to see an ally's current resources while playing (not spectating)?

For example, if you're playing 2v2 and you click on an ally's unit or building — you'll see how much gold, wood, and oil they have. This would make sending resources more timely, coordinating attacks/defenses easier, and reduce the need to text during combat. This feature can be toggled on/off like vision sharing.

Looking forward to everyone's feedback. Thanks.
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