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PurgeandFire
Last Activity:
Jul 13, 2019
Joined:
Nov 11, 2006
Messages:
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Birthday:
July 1
Location:
California
Occupation:
Student

PurgeandFire — Code Moderator

Moderator, from California

Staff Member
PurgeandFire was last seen:
Jul 13, 2019
    1. AditTechno
      AditTechno
      Seems I don't see Apheraz and Sin'dorei yet. I can't PM GhostThruster. Who's the skin mod?
    2. AditTechno
      AditTechno
      Help me host the Icon Contest #14! By giving ideas, and if you want, you can host the contest after the theme poll. But it's still the discussion. Check Contest Submission.
    3. AditTechno
      AditTechno
      Meet me at chat, I need help!
    4. Meatmuffin
      Meatmuffin
      I agree though, the gif looks much more cheerful with the hat on :P
    5. Meatmuffin
      Meatmuffin
      Everybody complained about Ralle not turning down his christmas hat, but noone batted an eye at you! :D
    6. KILLCIDE
      KILLCIDE
      Holy moley I think I broke the parabola. Are you busy? ;_;
    7. Shar Dundred
    8. Shar Dundred
      Shar Dundred
      Hey PnF,

      can you please undelete this pack of mine?
    9. KILLCIDE
      KILLCIDE
      Got it (: thank you for the explanations.
    10. KILLCIDE
      KILLCIDE
      Should I always just add those two together so I don't have to senselessly check if the unit is ground or flying? :P
    11. KILLCIDE
      KILLCIDE
      Ahh that's what I figured. If I'm trying to get a flying unit, will it have to be GetLocationZ() + GetUnitFlyHeight() ?
    12. KILLCIDE
      KILLCIDE
      Hmmm how would I find the height of the endpoint if for example: i move a unit at a random angle with a random distance?
    13. A Void
    14. KILLCIDE
      KILLCIDE
      Hmmm... so you would have to know what the height the endpoint is at to use it?
    15. KILLCIDE
      KILLCIDE
      Hey PnF! Do you mind explaining to me what the variables represent? D4RK doesn't say anything about them, and I want to start using parabolas that work endpoints that have different heights (:
      [STABLE][IMG][/STABLE]
    16. MasterHaosis
      MasterHaosis
      Oh, that would be great! Shar Dundred and I strongly support this as we killed our ass out to get how to alter colors for years which is impossible.
      You know that issue, you can import textures and override any texture in game with texture in map using its path. That is how we have skins. But this does not count for team colors. Game is hardcoded to read colors from mpq, ignoring them in maps. For example, I can import turquoise texture into path instead of team color 0 which is red, in game it will still be red. Blizzard could update it so colors could be read from maps as well
    17. MasterHaosis
      MasterHaosis
      Oh yeah, I heard that. I also know that you cannot talk about stuff, but please, tell me since I am interested in one thing I have been trying for years, will we be able to override existing colors in maps by overriding their paths ?
    18. A Void
      A Void
      Black and white uses .blp from warcraft 3 .mpq (no need to import them, as they are already included). The rest of custom team colors are 1x1 .tga imported images. It works fine for me, not sure why your mac doesn't support .tga.
    19. A Void
      A Void
      Could you check if my tutorial is ready for approval? Custom Team Colors
    20. MasterHaosis
      MasterHaosis
      Whats up man?
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  • About

    Birthday:
    July 1
    Location:
    California
    Occupation:
    Student
    WarCraft 3 Account:
    purgeandfire
    WarCraft 3 Realm:
    US West
    Favourite Race:
    Dwarf
    Favorite Organization/Clan:
    Dark Iron
    Staff Position:
    Code Moderator
    Biography

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