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IcemanBo
Last Activity:
Oct 14, 2019 at 8:00 AM
Joined:
Sep 6, 2013
Messages:
6,181
Media:
100
Albums:
10

Awarded Medals 1

IcemanBo

 

IcemanBo was last seen:
Oct 14, 2019 at 8:00 AM
    1. Mythic
      Mythic
      Awesomeee

      Congratulations!
    2. Orcnet
      Orcnet
      Awesome that you are now part of our ranks! :wink:

      Just take it slowly don't rush that much it takes time to clean up pendings lol, also yeah PurgeandFire is an awesome Jedi Master. :thumbs_up:
    3. ukn0wnD3str0y3r
      ukn0wnD3str0y3r
      Why do your name have a 'Bo'?
    4. ukn0wnD3str0y3r
      ukn0wnD3str0y3r
      Hi, Iceman you like ice huh xD
    5. jonbon29
      jonbon29
      I see that's why you're avatar turned into ice hehehe.
    6. jonbon29
      jonbon29
      Yow iceman how's you're day, we have a fine weather today?
    7. Idaero Ace
      Idaero Ace
      Wondering what is the meaning of "Bo" in your name. Mind tell me that?
    8. Tickles
      Tickles
      Congratulations on your big shiny gem!
    9. chobibo
      chobibo
      I saw that C++ First Program thread and I remembered my first program was the typical hello world lol
    10. chobibo
      chobibo
      Yeah, we can't copy that, we can relay them though :D
    11. chobibo
      chobibo
      ----------
      Please reconsider that :
      While it's true that many times using one letter is just fine (such as i for a loop), readability is the must.
      And then we have tools such as wc3mapoptimizer. I mean that shouldn't be up to the mapmaker itself but on some tool.

      I wouldn't say that conditions don't open a new thread, anyway jass is not multi threaded.
      Conditions are indeed faster but they also reset the limit op, just as actions do.
      Also you can't use some jass native functions inside conditions (such as TriggerSleepAction, duh ... and PauseGame and other sync functions, such the ones with gamecache, and maybe more)
      ----------
      Good points there, as expected of gent Troll-Brain.
    12. edo494
      edo494
      Merry Christmas!
    13. chobibo
      chobibo
      Merry Christmas fine gent!
    14. edo494
      edo494
    15. Heinvers
      Heinvers
      Yeah, it seems that the link got broken. Will remove it.
    16. Legal_Ease
      Legal_Ease
      Damn it, "rolling stone" is a way better name than rock & roll. :)

      I set the knock back so it really looks like it just bumps units out of the way, rather than a big slam back. I also added war stomp for when it drops from above.

      Bolder Drop Loop
      Events
      Time - Every 0.02 seconds of game time
      Conditions
      Actions
      Set Bolder_Drop_Int = (Bolder_Drop_Int - 100)
      If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
      Bolder_Drop_Int Greater than 60
      Then - Actions
      Animation - Change Bolder_Dummy flying height to (Real(Bolder_Drop_Int)) at 0.00
      Else - Actions
      Special Effect - Create a special effect at Bolder_Point using Abilities\Weapons\Mortar\MortarMissile.mdl
      Special Effect - Destroy (Last created special effect)
      Special Effect - Create a special effect at Bolder_Point using Abilities\Weapons\AncientProtectorMissile\AncientProtectorMissile.mdl
      Special Effect - Destroy (Last created special effect)
      Unit - Remove Bolder_Dummy from the game
      Unit - Create 1 DummyCaster (fire wheel ground) for (Owner of Bolder_Caster) at Bolder_Point facing Bolder_Angle degrees
      Unit - Order (Last created unit) to Orc Tauren Chieftain - War Stomp
      Set Bolder_Dummy = (Last created unit)
      Sound - Play RainOfFireLoop1 <gen> at 100.00% volume, attached to Bolder_Dummy
      Unit - Turn collision for Bolder_Dummy Off
      Trigger - Turn on Bolder Loop <gen>
      Trigger - Turn off (This trigger)
      Bolder Loop
      Events
      Time - Every 0.02 seconds of game time
      Conditions
      Actions
      Set Bolder_Int = (Bolder_Int + 1)
      If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
      Bolder_Int Greater than 160
      Then - Actions
      Set Bolder_Int = 0
      Custom script: call RemoveLocation (udg_Bolder_TargetLoc)
      Custom script: call RemoveLocation (udg_Bolder_Point)
      Trigger - Turn off (This trigger)
      Unit - Kill Bolder_Dummy
      Sound - Stop RainOfFireLoop1 <gen> Immediately
      Animation - Reset Bolder_Caster's animation
      Wait 1.00 seconds
      Unit - Remove Bolder_Dummy from the game
      Else - Actions
      Set Bolder_Point = (Bolder_Point offset by 7.00 towards Bolder_Angle degrees)
      Unit - Move Bolder_Dummy instantly to Bolder_Point
      Set KB_Point[0] = Bolder_Point
      Set All_Units = (Units within 80.00 of Bolder_Point)
      Unit Group - Pick every unit in All_Units and do (Actions)
      Loop - Actions
      If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
      ((Owner of (Picked unit)) is an enemy of (Owner of Bolder_Dummy)) Equal to True
      Then - Actions
      If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
      KB_Skip Equal to 0
      Then - Actions
      Trigger - Turn on Knockback System <gen>
      Else - Actions
      Set KB_Skip = (KB_Skip + 1)
      Set KB_Times = (KB_Times + 1)
      Set KB_Off[KB_Times] = True
      Set KB_Target[KB_Times] = (Picked unit)
      Set KB_Point[1] = (Position of (Picked unit))
      Set KB_Angle[KB_Times] = (Angle from KB_Point[0] to KB_Point[1])
      Set KB_Speed[KB_Times] = 12.00
      Set KB_Spam[KB_Times] = 5
      Set KB_Distance[KB_Times] = 120.00
      Unit - Cause Bolder_Caster to damage (Picked unit), dealing ((Real(Bolder_LvL)) x 70.00) damage of attack type Siege and damage type Normal
      Custom script: call RemoveLocation(udg_KB_Point[1])
      Else - Actions
      Custom script: call DestroyGroup(udg_All_Units)
    17. Legal_Ease
    18. Legal_Ease
      Legal_Ease
      I'm doing well. I have this map I've been working on very slowly for a long time, but it has a lot of really nice effects and custom UI features. It's Dota style but I don't really play Dota. I'm trying to make it different in some ways. Like you can purchase units to march into battle with the minions.

      I'm going to make another video of another new spell I made. I'll show it to you when it's done. It drops a giant rock from the sky and rolls it in a line knocking enemies back.
    19. Legal_Ease
      Legal_Ease
      Oh ya, HI! How are you?

      I did "Custom script: call DestroyGroup(udg_Flash_UnitGroup)," doesn't that do it?

      I only turn on the knockback, it turns itself off. That's how I found it, I didn't write that part. What alternative is there?

      I think I know how to make it MUI, so I can try to fix that and make it configurable.

      Thanks for the critique. I learned a lot from you. It took some time, but I have started to be able to do a lot more with triggers recently.

      p.s. what did you think of the video and the terrain/ui?
    20. Legal_Ease
      Legal_Ease
      Is there any reason I should not submit this to the spells forum?

      Flash
      Events
      Unit - A unit Begins casting an ability
      Conditions
      (Ability being cast) Equal to Blink
      Actions
      Set Flash_Caster = (Casting unit)
      Set FlashCaster_Loc = (Position of Flash_Caster)
      Set FlashTarget_Loc = (Target point of ability being cast)
      Set Flash_LVL = (Level of Blink for (Triggering unit))
      Set Flash_Int = 0
      Set Flash_Distance = (Distance between FlashCaster_Loc and FlashTarget_Loc)
      Set Flash_Angle = (Angle from FlashCaster_Loc to FlashTarget_Loc)
      For each (Integer A) from 1 to 5, do (Actions)
      Loop - Actions
      Unit - Create 1 Warden_Dummy for (Owner of Flash_Caster) at (FlashCaster_Loc offset by (40.00 x (Real((Integer A)))) towards Flash_Angle degrees) facing Flash_Angle degrees
      Set Flash_Dummy[(Integer A)] = (Last created unit)
      Animation - Change Flash_Dummy[(Integer A)]'s vertex coloring to (100.00%, 100.00%, 100.00%) with (((Real((Integer A))) x -20.00) + 110.00)% transparency
      Animation - Change Flash_Dummy[(Integer A)] blend time to 0.00
      Animation - Play Flash_Dummy[(Integer A)]'s walk animation
      Trigger - Turn on Flash Loop <gen>
      Flash Loop
      Events
      Time - Every 0.02 seconds of game time
      Conditions
      Actions
      Set Flash_Int = (Flash_Int + 40)
      If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
      Flash_Distance Greater than ((Real(Flash_Int)) + 200.00)
      Then - Actions
      For each (Integer A) from 1 to 5, do (Actions)
      Loop - Actions
      Set FlashCaster_Loc = (Position of Flash_Dummy[(Integer A)])
      Unit - Move Flash_Dummy[(Integer A)] instantly to (FlashCaster_Loc offset by 40.00 towards Flash_Angle degrees), facing FlashTarget_Loc
      Animation - Play Flash_Dummy[(Integer A)]'s walk animation
      Set Flash_UnitGroup = (Units within 120.00 of FlashCaster_Loc)
      Set KB_Point[0] = FlashCaster_Loc
      Unit Group - Pick every unit in Flash_UnitGroup and do (Actions)
      Loop - Actions
      If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
      ((Owner of (Picked unit)) is an enemy of (Owner of Flash_Caster)) Equal to True
      Then - Actions
      If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
      KB_Skip Equal to 0
      Then - Actions
      Trigger - Turn on Knockback System <gen>
      Else - Actions
      Set KB_Skip = (KB_Skip + 1)
      Set KB_Times = (KB_Times + 1)
      Set KB_Off[KB_Times] = True
      Set KB_Target[KB_Times] = (Picked unit)
      Set KB_Point[1] = (Position of (Picked unit))
      Set KB_Angle[KB_Times] = (Angle from KB_Point[0] to KB_Point[1])
      Set KB_Speed[KB_Times] = 10.00
      Set KB_Spam[KB_Times] = 5
      Set KB_Distance[KB_Times] = 100.00
      Unit - Cause Flash_Caster to damage (Picked unit), dealing ((Real(Flash_LVL)) x 50.00) damage of attack type Pierce and damage type Normal
      Custom script: call RemoveLocation(udg_KB_Point[1])
      Else - Actions
      Else - Actions
      For each (Integer A) from 1 to 5, do (Actions)
      Loop - Actions
      Unit - Remove Flash_Dummy[(Integer A)] from the game
      Custom script: call RemoveLocation(udg_FlashCaster_Loc)
      Custom script: call RemoveLocation(udg_FlashTarget_Loc)
      Trigger - Turn off (This trigger)
      Custom script: call DestroyGroup(udg_Flash_UnitGroup)
      Requires knockback system by Bribe.

      https://www.youtube.com/watch?v=U2-RPhpUiug
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