1. Updated Resource Submission Rules: All model & skin resource submissions must now include an in-game screenshot. This is to help speed up the moderation process and to show how the model and/or texture looks like from the in-game camera.
    Dismiss Notice
  2. DID YOU KNOW - That you can unlock new rank icons by posting on the forums or winning contests? Click here to customize your rank or read our User Rank Policy to see a list of ranks that you can unlock. Have you won a contest and still haven't received your rank award? Then please contact the administration.
    Dismiss Notice
  3. From the gates of hell, the 5th Special Effect Contest Results have emerged.
    Dismiss Notice
  4. Rubbed the right way, the genie is out of its lamp! The 12th Concept Art Contest Results have been announced.
    Dismiss Notice
  5. Race against the odds and Reforge, Don't Refund. The 14th Techtree Contest has begun!
    Dismiss Notice
  6. Check out the Staff job openings thread.
    Dismiss Notice
Dismiss Notice
60,000 passwords have been reset on July 8, 2019. If you cannot login, read this.
Uncle
Last Activity:
Apr 3, 2020 at 8:08 AM
Joined:
Aug 10, 2018
Messages:
917
Albums:
1
Gender:
Male
Birthday:
Jan 1, 1990 (Age: 30)

Uncle

Well-Known Member, Male, 30

Uncle was last seen:
Viewing thread New to Editor- How to make Ensnare stun?(trigger/ability editing help), Apr 3, 2020 at 8:08 AM
    1. DaneTheBeast
      DaneTheBeast
      1. Uncle
        Uncle
        Yeah, I'm using the latest patch. All that map contains is a Dummy unit based on Locust. It has it's cast backswing/point set to 0.00, movement type set to None, Speed base set 0, attack disabled, etc.. I think a lot of people forget to adjust the Art - Cast Backswing/Point thus resulting in their Dummy's having delayed casts. A single dummy unit should be able to cast Bloodlust on a Unit Group if done correctly.
        Mar 30, 2020 at 2:25 AM
      2. DaneTheBeast
        DaneTheBeast
        Alright seems that 1.32+ isn't compatible with 1.31.

        I'll check out the 1-dummy unit thing. If it works then there are lots of triggers that need to be tweaked :D

        Combining that with a dummy recycler is a huge boost in performance
        Mar 30, 2020 at 11:17 AM
    2. $HAZM
      $HAZM
      You are very helpful thanks for helping me get the backbone of my mod up and running you rock.
    3. Devalut
      Devalut
      Howdy Partner~
      1. Uncle
        Uncle
        :D Hello
        Mar 5, 2020
    4. Ravecharmer
      Ravecharmer
      Hello Uncle/Jackieeeeeee

      You helped me a lot during a Twitch stream by BladeMasterRUSH. My Twitch ID is MichaelPanz.

      Uncle, I've made a post, requesting help. It's awaiting moderators approval, but I just wanted to reach out to you.

      The post's content and question is of a matter that I personally deem impossible. But I am nowhere near as knowledgable about this as you are.

      Please, will you give my post a quick review, and see if I've missed something?

      https://www.hiveworkshop.com/threads/floating-text-on-orb-of-slowness-chance.322452/
    5. Teitan
      Teitan
      Greetings Unlce, i'm that guy who's trying to re-create Tryndamere in W3, you seem to be very knowledgeable regarding custom abilities, and i got a question:

      i read somewhere that the critical strike ability only works with increases/decreases of 5%, like for example, setting a custom CS ability to 7% will make it actually 5% because the game ignores anything below 5%

      Is that true? does it also apply for the damage multiplier? if i set it to 2.1 and give it to an unit with a base damage of 100, will it deal 210 crits or 200?

      Thanks for your time and sorry if i come in a bad time!
      1. View previous comments...
      2. Teitan
        Teitan
        awesome, thank you
        Feb 4, 2020
      3. Uncle
        Uncle
        Keep in mind that post was from like 7 years ago, lol. Things may have changed since then, but knowing Blizzard they probably didn't change it.
        Feb 4, 2020
      4. Teitan
        Teitan
        Yeah i tested it too and it seems to be the same, used a peasant with 10 damage vs an unarmored dummy, this is what i got:

        2.1 = correct damage, wrong text (showed 20 damage instead of 21)
        2.5 = correct damage & text
        2.4 = correct damage & text again
        2.3 = correct damage, but text shows 22! instead of 23!

        weird huh? i guess i'll just use multipliers of 5 to avoid confusion anyway :D

        ↑ forget that, i just realized it shows correct text with multipliers of .2

        what the heck, i kept testing and found out the following

        damage is always correct, but text no:

        2.0 -> correct
        2.1 -> wrong
        2.2 -> correct
        2.3 -> wrong
        2.4 -> correct
        2.5 -> correct
        2.6 -> wrong
        2.7 -> correct
        2.8 -> wrong
        2.9 -> correct
        3.0 -> correct

        i bet someone with more brains than me can figure this out, i suck at math tbh xd
        Feb 4, 2020
    6. Thmar
      Thmar
      Hello, I know you answered my post regarding rotation of buildings but my reply is still awaiting for moderation for the past 40 hours or so... So I'm trying to reach you here in the mean time. Your button to rotate buildings is nice, but that's not exactly what I was looking for since it only works for custom maps. What I'm looking for is a way to rotate buildings in any game mode, (campaign or custom games with other people for example). I have absolutely no idea how to mod this game or even if it is possible. I hope you'd better understand what I mean. Sorry if it's not clear, but english is not my mother tongue and I don't know how to explain it better. I hope you could help me with this issue.

      Best regards.
      1. Uncle
        Uncle
        Misread your post, sorry.
        Jan 1, 2020
    7. deepstrasz
      deepstrasz
      Hey, do you recommend removing all Do Nothing actions from triggers? Is it useful for anything?
      1. Uncle
        Uncle
        I believe "Do Nothing" was used for "If Then Else" in the Reign of Chaos days before we had "If Then Else, Multiple Functions". So if you're using the Multiple Functions version (you should be) then yes, remove them as they don't do anything in this case.
        Nov 12, 2019
      2. FeelsGoodMan
        FeelsGoodMan
        In cases where you want to skip cinematics by using "If Then Else" triggers I would advise against using the multiple functions one as it can quickly become a convoluted mess. In those cases I would also use "Do nothing".
        Nov 12, 2019
      3. deepstrasz
        deepstrasz
        Thanks.
        So I only use them for one line if-then-else actions as in cinematic scenes.

        Time to deleted lots of do nothings, lol.
        Nov 12, 2019
    8. BradPittlord
      BradPittlord
      Thanks again man for the help with players picking buildings, you put so much work into that map you sent me, worked exactly how I needed it.
      I'll send you my map when I'm done and credit you in it! Wish there was more I could do.
      1. Uncle
        Uncle
        No problem, I'm glad I could help. And no worries about the "work" I put into it, I enjoy this stuff and don't consider it work.
        Nov 12, 2019
  • Loading...
  • Loading...
  • About

    Gender:
    Male
    Birthday:
    Jan 1, 1990 (Age: 30)
  • Loading...
  • Loading...