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WindowSmasher's Weapon System

This bundle is marked as awaiting update. A staff member has requested changes to it before it can be approved.
Weapon System (Made by me back in 2007), WindowSmasher.

A system made for maps with weapons.

Pick up a weapon and click it in your inventory to equip it.
When your weapon is out of ammo, simply click the item again to reload it (requires weapon to be equipped).

Hope it still works fine, this was one of my best projects back in the days.

// WindowSmasher
Contents

Weapon System (Map)

Level 38
Joined
Feb 27, 2007
Messages
4,951
This system also leaks like your Unit Buy system I commented on, and the leaks here will have to be fixed as well. This system relies entirely on the "Unit - A unit Is attacked" event, which is simply insufficient for these purposes. This event can be fired without ever actually launching an attack if you spam stop while a unit tries to autoattack. This system needs, at minimum, to use a Damage Detection System to run all of the weapon use triggers.

In addition to that, this system lacks any documentation about how to make your own new weapons/attacks and most of the things that should be configurable are hardcoded into the triggers (instead of using variables set in an init trigger). It also uses waits in Integer A loops, which are a terrible idea and need to be avoided.
 
this system lacks any documentation about how to make your own new weapons/attacks and most of the things that should be configurable are hardcoded into the triggers (instead of using variables set in an init trigger). It also uses waits in Integer A loops, which are a terrible idea and need to be avoided.

Indeed. There is much to be desired in this system, especially since this was saved in the most recent Warcraft 3 version. Cleaning up the blood splatter effects and not attaching them to the target, for example, would help out.

In the Attachment folder, there is a common action being performed by a lot of the triggers inside. This can be merged into just one trigger.

Why must the unit be replaced every time it uses a weapon? This can mess with gameplay, as there could possibly exist some triggered auras, which will break with this system.

Status:

  • Awaiting Update
 
Last edited:
Level 4
Joined
Jun 18, 2006
Messages
16
I mostly added this for other people to configure and make it work in their own maps. This was made by me in 2007 (damn I was fucking 14 years old) so I will not be updating it, just figured I'd show the "idea" of this being possible.

The unit replacement is for different damage types, with proper triggering it wont be an issue.
 
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