Wisp Disappear After Making Buildings

Hi there, I loaded and played the custom melee map I made a few years ago once I bought WC3 Reforged, and I have noticed a few issues that maybe someone can help me with:

  1. I know that Wisps no longer disappear once they make buildings. But in my map it still does. Where in the map editor can I change that?

  2. I understand the Raise Dead skeleton limit is 25. Where in the map editor can I change that?

  3. Units with “Giant” tag such as Tauren Chieftains used to have loud footstep sounds but no longer in WC3 Reforged. How can I change it back?

  4. I have gave Undead Graveyard a Raise Dead spell that doesn’t cost mana. When I play as Undead myself my Graveyard can automatically create skeletons. But for some reason the computer Undead Graveyard won’t do that. Does anyone know why?

Thank you for your help.

When wisp goes in a building, it disappears if Building is type Ancient and it doesnt disappear otherwise. That way, the spirit can grow into a tree, but can build a solid rock foundation building without changing itself. It is thematic. It was always this way and did not change.
In the Object Editor, under Units, find Altar of Elders unit, go to “Stats - Unit Classification” and add Ancient checkbox and push okay. Now play the game and wisp will disappear to make Altar of Elders building because it counts as a tree.

For Raise Dead, also in Object Editor, go to tab called Abilities. Press Ctrl+F and search for “Raise Dead”. Then in that ability there is “Data - Maximum Number of Units” or something similar and it says 25. Double click to edit.

Loud footstep sound is in MDX binary character model files. Unfortunately editor wont add it easily. You have to download Retera Model Studio Reforged Hack. 08.07 might be bugged, worst case use 03.03 version but I think 08.07 version works.
In that program, open HD of your giant and SD of your giant, and do “File -> Import -> Workspace” while HD giant is open. In the dropdown choose the SD giant. Then click on Geosets tab, Leave All, Animations Tab, Leave All, Bones Tab, Leave All, Objects Tab, Leave All. Now on objects tab click on the EventObject with name starting “SNDx…” These are sounds in the model. Last 4 letters are which kind of sound. Sometimes they are the yell when he dies, but you have to find the footprint sounds. Check the box once you select them for “Import this Object”. Then go back to Animation tab. We have to tell the program when to play stomping sound. So choose Walk animation, check the box to import it, but in the dropdown “Import this animation” change it to “Timescale into preexisting” instead, and choose Walk on the HD guy. Then press finish, save the file, and import it into Reforged using Asset Manager. That way it plays the stomp sound on the Reforged model.

For your graveyard, in the Unit tab near “Abilities - Normal” where you gave it that skill, you should make sure it has “Default Active Ability” so the ability is autocast automatically. That might fix it. If not, I dont know for sure, maybe its a bug in the AI. You can make a trigger to force AI to cast it in the worst case. “Event - Every 10 seconds of game time /Action - Pick every unit of type Graveyard and do (Order Picked Unit to cast Necromancer - Raise Dead)”

But then you get a memory leak and the game lags. Google how to fix it, or start off this trigger with an extra action, “Custom Script: set bj_wantDestroyGroup = true” and that will probably fix the leaks.

I typed all this mobile on my phone and never tested it, was just remembering things, so I apologize if any of it is not correct.

Thank you very much for your help. I’ll have a look into the things you said.

The Skeleton limit is done over max Tech level. The game also uses Tech Level for unit count.
Either: change the max amount with a trigger at map init with the action:
Player - Limit training of unit-Type

or change the unit-type used for the check inside the ability’s data to an unitType which is unlimited.