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Last Activity:
Dec 23, 2017
Nov 29, 2006


Very little active, from Norway

TKF was last seen:
Dec 23, 2017
    1. Mechanical Man
      Mechanical Man
      but callex left for good?
    2. ILH
      Glad to see you back, legendary map maker :D
    3. StoPCampinGn00b
      Hmm, well I kind of let go of that feature since it had no significant effect... on anything.
    4. Wietlol
      Unlike "Unit - Replace <unit>", this method does not create a new unit so all variables that point to this unit will remain pointing to the (changed) unit.
      Custom values, etc also remain.

      One thing that does not remain is the unit abilities added via triggers.
      To counter this, you have to make the abilities permanent.
      There was a GUI action for it but was never implemented.
      You can search Google for "Warcraft 3 MakeAbilityPermanent()".

      "the triggers does also not being affected by this? Right?"
      I dont really know what you mean.
    5. Wietlol
      Well, you know how to instantly transform a unit?
      In any case, try to find a tutorial called "Passive Hero Transformation".
      (However the name is really stupid because it is not necessarily passive and it can also be applied on non-heroes... but I guess people don't really use their brain nowadays.)

      In any way, in my Missile System, I have a few options when creating a missile.
      One of those options is to make the missile locust or not.

      If the missile must be locust, I create a unit of the missile dummy type (which has no locust by default) and give it the crow form ability and add locust via triggers.

      If the missile may not be locust, I create a normal dummy unit (which is locusted by default (object editor)) and then use the passive hero transformation... sorry Instant Unit Transformation technique to morph it to the missile dummy.
      Then I remove collision via the trigger and adding the ghost ability and then my de-locusted unit is created.

      So 2 simple steps to make a de-locusted unit:
      1, Create a locusted unit.
      2, Morph the unit to a non-locusted unit.

      I havent really tested much with it so I dont really know anything about spell immunity or be able to be hit by phoenix fire.
      I suppose that he will act like any ordinary unit except you cant select it (and it wont show health bars).
      You can add spell immunity yourself.
    6. TKF
      Its all set for MMH partner maps for hive now :)
    7. StoPCampinGn00b
      Alrighty, thanks for notifying. I've seen your post / PM yesterday but I was busy.
    8. StoPCampinGn00b
      Alright, cool. What about Missile War? And no, I've never been an admin on there.
    9. TKF
      Sorry I haven't logged in for a long time. I appreciate your concern, but i cannot access the site anymore for unknown reasons. My username TKF didn't work with my password after the site did change. I might have been inactive for too long maybe you can do something about it? Aren't you an admin on that site??

      But If I have to use the sites contacts let me know.
    10. StoPCampinGn00b
      Hey, TKF. I think all your "star power" maps should be on here. I encourage you to post if you're interested.
      <span style="font-size: 15px">Showcase Your Project On MakeMeHost!</span>
    11. Fingolfin
      I don't blame you for failing to export the SupCom script, that shit is a mess. Bob666 made some awesome maps, but looking at his code just makes me want to shoot myself. I can make a system like this, but i just have a couple of questions:

      Do missiles need to collide with asteroids? If so, are asteroids represented as units or destructables? Does it need to consider terrain elevation, or are you only using it for a flat map? Do missiles only need to move in a 2d plane?
    12. TKF
      As for Oblivion it is the same as when I took over the project. Maybe I need to nerf its ion storm damage in future release. Many things actually. AA Guns is are balanced in a way that storming the planet with countless of space fighter units should be more easily countered.

      I'm at full time work now barely have time to do anything now unfortunately as rebalancing the abilities of units, almost done with critical bugfix on cruiser command....
    13. kiloneie
      What i meant back then was that Dark Energy tech is the only one with an actual bomber. Strongest able to enter planetary surface ship with cloak. Ships can easly be countered via AA turrets as they have insane range and DPS, but a cloaked army of Phantasms will kill any player who isn't a turtler. They can kill big or small ships pretty damn effectively, just try it.

      Scenario bla bla1: One goes for Ion Generation tech, and he is able to build fleet killer ships for extreme cost efficiency, which renders GC useless and way too slow. Then they also have Ion cannons which can annihilate a planet easly. And then if you need extra firepower to kill the player's surface forces, you combine the cannons with the Phantasms.

      PROs: -Cheap sneaky fleet killing capabilities
      -Effective planetary bombardment capabilities

      CONs: 2-3 minutes behind earlier techs, but if one is able to produce an Oblivion ship and use it well, he will win.

      Complete counter: Fission Battlecruisers + Warp tech.
      Why ?: Because this tech is by far the fastest, can easly escape with minimum damage from Oblivion ships Ion Storm or any super weapon ability unless it's Novarion battlestation and you are close to it like a dumbass.

      If i were to list FINAL techs from best to worst, it would look like this:
      -Warp Tech(Requires some micromanagment, nothing an actual good RTS player can't handle)
      -Ion Generation(Noob friendly, Ion Cannon Satellites a little buggy ---> if you spam the firing you will only fire one... absolutely useless against Shield protected bases, but kills any other, but very slowly. Oblivion ships OP use them)
      -Shield Generation(All in one tech, if combined with Dark Energy Flagship and Nightmare BCs and Atlas ships it unlocks, you can pretty much destroy any fleet, and bombard any planet with no problem, and survive against Warp Tech rushers. It also beats Ion Generation if you have enough Atlases)
      -Biological Warfare(As dangerous as Warp tech with Battlecruisers, but only effective against a single opponent, as others will be prepared after the first attack, and no big fleet... rending you vulnerable)
      -Robotics(For players who want a guaranteed win on the ground, followed by making big ships so you can easly repair them)
      -Trade Federation(For passive players)
      -Nuclear Weapons(Pre last version it was pretty useless)
      -Mobile Battlestations(Too slow)
      -Galactic Cannon of always losing(Ineffective for what it does and TOO SLOW)
    14. Cokemonkey11
      oh man i remember that map was so buggy, almost unplayable. but updates to it were usually improvement. where will you start working? goodnight
    15. Cokemonkey11
      hey, how are you?
    16. Mechanical Man
      Mechanical Man
      Because non slavic non orthodox rarely write anything in cyrillic
    17. Mechanical Man
      Mechanical Man
      Wait, you are russian?
    18. StoPCampinGn00b
      I haven't been on Battle.net lately but I usually see a few of them a few times a week actually only months ago. I wouldn't say they're rarely hosted. You just need to use some modern tools like makemehost.com or entgaming.com to find em.

      Well, you've done a good job taking over. Obviously it was a success since you got the DC and the popularity ^^
    19. StoPCampinGn00b
      Oh, I didn't notice you've created three Battle.net hits (Cruiser Command, Solar Conquest, and Missile War). Nice.
    20. StoPCampinGn00b
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  • About

    Current Project:
    WarCraft 3 Realm:
    Northrend (Europe)
    Favourite Race:
    Favorite Organization/Clan:
    Kirin Tor
    No time for hobbies...
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