TcX by Toadcop & zibada © 2007-2008 version 1.03 requires WarCraft3 version 1.18+ ######## TcX Core ######### This document explains how to import "TcX-Core v1.03" to a new map. extract all files(folders) out this archive. To be able to compile TcX Core you will need the Jass New Gen Pack, you can download it here http://wc3campaigns.net/showthread.php?t=90999 in fact it's relative simple. you need. 1) Import the whole folder called "port" into your map (with all sub folders etc. it must have the same structure !) (! NOT INCLUDING THE FOLDER SELF !) 2) Import all Object Editor data called TcX_1.03.w3o, it's placed in "data" folder (Use Object Editor->File->Import All Object Data) 3) Import triggers into Trigger Editor via Trigger Editor->File->Import Triggers, it's TcX_1.03.wct , TcX_1.03.wtg files placed in "data" derictory (you need to import only .wtg file) 4) Save the map. (it should be with out any errors. if no so you made something wrong or Vexorian braked backward compabilty with something) 5) Close, open it again. 6) Now you need to setup several variables. 1. Trigger Editor -> MapConfig -> Confs 2. And you should see somthing like that: //* - important variables ! //############################################################ // ENTER THE CORRECT DATA !!! globals // ENTER HERE THE COORDINATES OF DESIRED CAMERA BOUNDS ! real MapMinUX=-7400 //* it's the minimum X of your playable map area real MapMinUY=-3664 //* it's the minimum Y of your playable map area real MapMaxUX=7400 //* it's the maximum X of your playable map area real MapMaxUY=7182 //* it's the maximum X of your playable map area real MapMaxZ=6144 // you don't need to change it ofc if you don't need to do that. endglobals function TCXConfig takes nothing returns nothing // Setup init function for game modes. incorrect names will crush the game. set MODS[1]="g_gametypeFFA" set MODS[2]="g_gametypeTEAM" set MODS[3]="g_gametypeCTF" // BEGIN of Inventory Matrixes // TO HAVE CORRECT Inventory display. set TRSGridVX=-7290 //* X coordinate of point at which the engine will build the inventory system. (it must be not covered with map boundary ! and it must be on the map it does require about 8 horizontal cell (128x128) to be placed on the map also this terrain MUST BE FLAT.) set TRSGridVY=-7960 //* Y coordinate of point at which the engine will build the inventory system. endfunction //############################################################ 7) You also need set the dummy unit area coordinates. (otherwise it may crash the game) to do that: go to TriggerEditor -> TCMData (it's a trigger) and find real dummyareaX=6100 real dummyareaY=-8150 now set this 2 variables to needed coordinates on the map (if you set it inccorect it will crash the game !) the sense of it to place units on invisible (not used) place on the map so some right bottom point of the map would be good for that. 8) Save the map. (NO ERRORS SHOULD ACQUIRE) 9) Here it's you got the basic possibilitys implemented into your map ! visit official project site http://tcx.xgm.ru Toadcop