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Kingz
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  • It was already testplayable (made 30% of terrain) but I don't have the skill and time to make the icons and such things for it.

    I may release an open version maybe somebody want to continue it.
    Hey Kingz. We might do the Sistra the Forestwatcher event tomorrow.. just play it and see how it feels. If RaiN. has time for it, would you like to join us then? 3 man isbetter then 2. We could go healer, dps, tank then.
    hehe , the update will be like this... I add an option tag for the update time (so if one wants the delay could be changed in realtime update)
    Uhmz when it gets dispelled by frost/water it also deals damage yeah.
    And the heal comes from the unit level. All Oakwood spells have just 1 level and if they have 2 levels its because of a talent that improves that spell. But for future tooltips Lvl stands for the level of the casting unit.
    And it could be that I didn't add DOTWATER and SPELLWATER to the dmg system yet. You don't have to add them in the code then. I can add it myself I suppose after the spell is completed.

    And about all the systems. I really think it's better if you try to use as many of the systems currently in Oakwood for your spells. I saw you had some little calculative systems that make making spells easier for you. Those shouldn't be a problem ofc. But systems that basically do the same thing as a system already in Oakwood hmm. I think you can better try to use the Oakwood stuff then.. else we're only confusing ourselves.
    What do you think, should the DataTree update in real-time or with some delay (would be more performant , thought about 1sec)... in adition I will add some more tags like:
    [title='Blablabla'] or [rootnode='name'] [childnode='Parent','Name']<- those won't be affect the documentation just the Tree.
    Just because we dont have 255 HSs doesnt mean we should. HandleData is the best method for this kind of operations and thats why im using it. No need to change that.
    actually I'm working on the documentation editor again ;)
    here a small WIP screen: Click me!
    Under the Root-Node all other stuff will be aded, and when selected the text in the textfield will be slected
    uh that's a nice idea... I try to relealize this. It should be possible, therefor one could mark a new chapter with [Chp:1] or so...
    btw. did you got a SC2 Key?
    5.Why are you using HandleData when you could use 1 hashtable instead? :p
    Because first of all Hashtables are limited to 255 per map and second arrays > hashtable at speed.

    6.Boolexpr Utils are uselles now, boolexpr no longer leaks when null. At least when using RegisterAnyUnitEventBJ().
    Yeah I know i just left it in for backwards compatibility. If you want you can remove it and go tru every boolexpr and change it to null.

    7.GroupEnumUnitsInCone() function could operate on x,y and radians instead of taking a location and using CosBJ/SinBJ.
    No need to. That function is working perfectly as it is. And its not like we use it that much.
    1.UnitIndexing for AutoIndex
    This is ok I guess.

    2.StunSystem for UnitStatus
    UnitStatus is not cool. You can just remove the stunsystem as that was something Ciebron and Teun used. I don't even know if its used in any single spell.

    3.Adding BonusMod instead of unit properties maybe? /just a suggestion.
    Erm, UnitProperties > BonusMod in many ways.

    4.ItemEQ/ItemUnEQ library, the first of those long if/then/else branches could get replaced by 1 preseted array for defining what item type id is which number and then simply use it in further comparison. It would decrease the amount of If/then/else calls drastically.
    No need to as its not really something that would cut performance. It's not that you equip items every 0.03 seconds ^^.
    Optimizing is good. But be sure to optimize and not just think you're optimizing and bloat things :p
    Oh wow, believe it or not, I had never heard of League of Legends (I play DotA, that's why). I also didn't notice that your avatar is an actual hero of this game. So wait, this is the popular game IceFrog gave birth to (or helped)?
    I heard Heroes of Newerth was the one IceForg helped; so, which one is the "official"? By the way, I don't know much about this game, but from what I've seen, I cannot compare it to HoN (graphics-wise).

    Just read that Guinsoo was the creator, but which one did IceFrog participate in?
    Sorry if that sounds gay to you, but I can't express it elsehow. You are very very sweet :)
    I know how it feels, I was rather disappointed myself in that contest, which, according to De.Facto, I shouldn't anymore speak of. But, that was my experience with delayed judgement, that is why I'm repeating it over and over again.
    Good ideas won't be enough to prize me, because concept shares the same points' amount with coding and let's face it, GUI is underestimated, even if you have done it the way it should be.
    hey kingz, the ability icon in your hero concept submission must be included with the link to download it. This is to allowed the developer team to download it and add it into the ability if the icon usage was approve.
    Oke Great!
    I planned to make some Oakwood quests today so when I'm done with that I will send you the latest update of the map. And about the spells, RaiN and I always place them in categories with the races. Human spells are hero spells. Undead (or was it orc?) are dummy spells and Night Elf spells are creep spells. Neutral spells are items tooltips.
    Anyways that might be interesting while importing.
    Yeah hi:> I quit modding here, that is probably the main reason. I have been busy with school - discrete matematics and analyses, c++ programming, and playing diablo2:p
    How about you?
    EditorX: It should be possible to have a direct-preview. Actually I'm looking for commands like [line] since I don't have ideas... but in the final version those commands will be listed in the help dialog

    Challenge: A rematch would be cool ... I would have time in one month or so... we can talk about it again ;)
    Uhmz..
    Ice Cage: stun > disable but the magic immune thing is just so that it won't get targetted by enemy spells. A solution would be to make him immune for magic damage (that can be prevented by the dmg system I suppose)

    Flame Shield: We're using RisingDusk's damage system. If you check the map you will find it in the systems -> important systems section.
    The dmg types are called: DAMAGE_TYPE_SPELLFROST, DAMAGE_TYPE_DOTFROST, DAMAGE_TYPE_SPELLWATER, DAMAGE_TYPE_DOTWATER.

    Blade Thrust: He charges through units on his path (with the sound of Heavy Slice Metal on every impact on units). I got this spellidea from Charging Strikes (watch the small preview movie).
    Hey Man,
    Great to hear!
    Uhh the last made arrow spell was a bit buggy with the missile not facing the right direction. And sometimes I had troubles with importing it into the real Oakwood map so I would like to ask you if you could import the stuff yourself after you've made a spell. I will do the tooltips etc but it's just that I think you use different systems and such.

    Anyways here are 3 spells you could work on: (I warn you, they might be hard:D)

    http://www.hiveworkshop.com/forums/pastebin.php?id=s4gxg8
    The user will be able to use all fonts installed on the pc :O

    The import is thought for the Editor Settings (No colors/fonts actually)... since the command line stuff could be a bit complicated for some.

    Do you have an idea which commands I could add to the document editor?
    I do not use JNGP, because I can't test the maps (an error about some kind of 'lua' comes up), so, if I try to, errors due to vJass will come up.
    Hey Kingz, did you already start on the fire spell?
    RaiN offered to make it and if you didn't start anyway, he could do it.
    Teun
    EditorX is making progress^^ here some new previews:
    Picture1
    Picture2
    Picture3

    You have some tips which commands for the documentation editor I also could include (actually I just have [line]) ;)

    Also I think about opening a thread to make my work more public ... what do you think about it?
    Uhh do whatever you think is best.
    Im not that good with the Jass stuff. Just make it dispellable.
    That might be hard but make it check for the debuff ID every interval so that when the debuff went away the effect goes off aswel. And I think that also solves your question that it is 1 timer per unit in area right? So that 1 unit dispel wont remove the entire effect for all units.
    Did that solve the question?:p
    Hey Kingz.
    That slow spell with several levels sounds fine to me. That was basicall how I thought you would make it anyway. Uhhh.
    Well great to hear it's easy to make.
    When I need it done hmm.. Don't have to rush things for me, but when you feel like it just work on it then because well.. If I get the spell I can start working on some stuff.

    Don't know how RaiN is doing. I sent him a message but he didnt respond yet. Suppose his arm is still unuseable:)
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