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neku99
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  • fine... ^_^

    just doing some items then I think I'd release another alpha though its contents are less than what I have planned... ^_^
    good to hear that... ^_^

    anyway, I haven't actually been able to open the WE for soem time now becoz of schoolwork... oh, there are change of plans posted on the map dev thread... ^_^
    hows ur ventures going???

    the save-load system for Arzachel is now fully implemented... and I've finished the first part of the story.... ^_^

    anyway, the next demo/beta might be a closed demo/beta test, so I'll just be sending the map to those who want to test. though it would probably be by the end of december. ^_^
    I used them on my missile system becoz that was before I learned looping, but TRD suggested that I just use loops...

    anyway, you can use it for your normal timer needs, I use it on my proj as a substitute to the normal timer...
    its for your timer needs... basically you can add data to a timer using timer utils... you can use it for saving struct instances if you dont want to do periodic loops...
    Here:

    1)you use the save command -savegc x
    2)quit the map
    3)choose the dungeon from the map list
    4)start game
    5)use the load command -loadgc x

    x is an integer from 0-9, save slots are specific to a player name...
    for this project nope... its only required for non-campaign map transitions which I would not be implementing here... ^_^

    (for map transitions, you load a certain map when you "transfer" from one map to the other so you need a definite file path)
    yup, as long as its a single player map... ^_^

    you can even make something like the map changing/teleporting on Rexxar's campaign... though I wont do it here becoz it would require the user to place the maps in a specific folder... ^_^

    the next map would definitely be Blood Castle which is a dungeon then maybe a dessert/mech themed map (planned name was Paladia)

    anyway, the main maps would be definitely independent of each other(at least you can create a new character) so there might not be a need to load unless you want to finish it with your current character... but for dungeons, you need to load an existing character... ^_^
    it hasnt started yet...

    well, game caches can be shared on single player maps and campaign maps... so basically when you use the save system, all possible savable data would be saved in a certain game cache file, and then when you use the load command, it will load all saved data from the cache...

    its just like a huge cabinet of data... the hashtable works like the game cache but hashtables cannot be saved...

    right now, the save-load system will support up to 10 slots per player name (slots 0-9)...
    ^_^, I'm currently working on the gamecache save-load system, well its already working... +the storyline... though school this sem would take almost all of my free time...

    and oh, it's Pacman's fight, filipino time stops again... ^_^
    saw your system, its definitely useful for those who want a customized cooldown... ^_^...

    school took off most of my free time... anyway, I'm working on the main part of the story quests first, then will add the side quests every now and then...
    ahhh... so something like the custom cooldown system I'm using on Arzachel... ^_^... good luck, gotta go (just on an internet shop...)
    nice one... but what's with the multiple casts without affecting the cooldown?
    oh... I have msn... [email protected]

    anyway I'll still modify it, to make it more readable... ^_^

    if you go to the area right of the place where you find shimmerweed, you can go to the temple of an Aeon... though ofc, there is no Aeon there right now... ^_^

    PS: you wrote on you wall again...
    Wew there a mini boss right?

    Oh yeah just saw the one on the abilities. I guess that's pretty much an explanation.

    By messenger I mean like MSN or Yahoo Messenger.

    Ima try and put some sort of a review on the map dev once I'm done fooling around in Frogarda XD
    there is an explanation about the spells at the in-game game guide... but right now, spells level up fast because I've set their exp gain to x10 (for demo puroses)... ^_^

    next time I'll add a command that shows the current exp of the spells...

    anyway, good luck especially when you reach the last quest... ^_^

    what messenger?
    my clocks wrong? all of our clocks here are the same... and it just happened today... ^_^

    anyway, thanks for the feedback... and if you can, post the feedback on the Map Dev later... ^_^
    well, philippines is in GMT +8... so our clock is supposed to be the same as the clock here on a GMT + 8 setting... and this is the first time this happened... ^_^
    wahhh... time says GMT +8 but why is the clocks at our house advanced by 1hr than the time here???
    a timed loop does that for me... but I still can change the time in-game if I ever need to for events without causing an error to the system...

    DEMO UP!
    ^_^
    I'll just post when I upload the demo... ^_^

    btw, you know what? I made a small code that counters the daylightsavings cheat... ^_^
    ^_^... doing some final adjustments for the demo...

    it will be pretty small... details are already on the site under the news tab... but I might still add something...
    I call it hobby, but I dont like saying hobbying so when I use ing, I use the word work... nope... you can return only 1
    Oh lol I thought it was needed to get an instance to upadate the TOTAL for the loop but meh you cleared it out. Ehm still doing the move system though. When I finish I'll let you see it.
    that is used for getting the instance of a unit casting the spell... anyway, you can use it for other purposes, I added it so that users can do more...

    as you see, EndChannle uses the GetChanneledInstance right? now what if a unit wants to get an instance, no matter if its a channeled or not, that is where GetInstance comes into... for example, if you want to dynamically change the value of a member in another code you can do this


    set NovaSystem.GetInstance(unit).npih = 3
    I call .destroy inside the loop... nulling isnt required since struct members are globals...

    I dont need to destroy extra things like groups or points either (well, I dont use points and I only use 1 global group which if destroyed will corrupt the code...)
    you will only pause the timer if there is no instance of the spell running...

    and there are no loops, its only a single loop....

    you can look at how I used timers on my systems... ^_^
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