• 🏆 Texturing Contest #33 is OPEN! Contestants must re-texture a SD unit model found in-game (Warcraft 3 Classic), recreating the unit into a peaceful NPC version. 🔗Click here to enter!
  • It's time for the first HD Modeling Contest of 2024. Join the theme discussion for Hive's HD Modeling Contest #6! Click here to post your idea!
Doomlord
Reaction score
148

Profile posts Latest activity Postings Experience Albums Resources About Medals

  • I didn't notice any clear problems on my initial scan. The only thing is about the CreateGroup() and DestroyGroup() (it is better to just use one global group and never destroy it). It is such a minor leak though, so it is really optional. You can see my post from a while back, I think I detailed it a bit more.
    your welcome, but if some things go wrong I'll be there at Staff Contact to assist :)
    well I never tried making a social group before :p

    make a thread in Staff Contact explaining information about the group your going to make and by checking the conditions, the Admin will do make the group

    it will be like:
    "I am here to make a group about us Vietnamese modders, because I want my fellow countrymen to stay connected in one another on a social group and by doing so, we can help each other from working a map, making models, icons, skins and many more".

    that's just what I'm thinking but you can do better
    sorry to disappoint but I only took charge of the group because the real group leader settled from a different mod now :)

    but seeing the true depth of the group, its basically helping other fellow countrymen from modding resources like a map, models, icons, etc. The group leader also enhances the group by giving challenges like game matches online (I somehow bolstered map tournaments and idea contests) and the other goal is to get to know each other well
    You just need to give them the name you want for group, and description for the group you want. Thats all.
    NICE???
    Let me kill myself now. @_@ But not that I removed you at all, I only remove you in one of titles :|
    Hey, there! Saw your question to Orcnet on like creating a group here. You just need to ask for one in the Staff Contact. You will just give them the name of the group you want and descriptions. =)
    Sorry; I tend to think about my replies but then I actually forget to send them. Anyways, I can't test it yet; internet is slowing down again.
    It will reach 200 when I rep you again and I will do that because I still owe you for helping me in stories. =D
    Mate I will try your spells in sunday/saturday, now too busy with schol, and I am going to relise one simple td done in 3 days ;p.

    Btw your memes are really funny
    Yup :)

    I updated the spell now, version 1.1a. I added you to the credits, also added your suggestions to the spell.
    Yes, and nothing wrong. Did any possible things but I do notice this thing
    Crown of Kings doesnt even have a socket so I cant use the Gem on it or is it really meant to be like that?
    Oh okay; it's just that my first time in jass I kept putting {} instead of []. I almost gave up. I almost did.
    Oh you're right; classic rookie mistake; I sometimes think when I put in the word Set as in SetUnitX I think of it as set SomeVariable so I forgot to put in the word call. Thanks!
    I'm not quite sure; JNGP classifies it as a 'parse error'... I don't know if it's the line before or the lines after.
    Hmm... I tried it, it shortened the error to 1, 1 parse error on the line on which SetUnitX is placed:

    Set ZS_PickedUnit[ZS_LoopInt] = (Picked unit)
    Set ZS_PickedUnitLoc[ZS_LoopInt] = (Position of ZS_PickedUnit[ZS_LoopInt])
    -------- Start of Omnislashing --------
    Set ZS_TempPoint2 = (ZS_PickedUnitLoc[ZS_LoopInt] offset by ((Real(ZS_LoopInt)) + ZS_JumpIncrement[ZS_Level]) towards (Angle from ZS_CasterLoc[ZS_CurrentIndex] to ZS_PickedUnitLoc[ZS_CurrentIndex]) degrees)
    Custom script: if IsPointJumpable(GetLocationX(udg_ZS_TempPoint2), GetLocationY(udg_ZS_TempPoint2)) then
    Custom script: SetUnitX( udg_ZS_Caster[udg_ZS_CurrentIndex], GetLocationX(udg_ZS_PickedUnitLoc[udg_ZS_LoopInt]))
    Custom script: SetUnitY( udg_ZS_Caster[udg_ZS_CurrentIndex], GetLocationY(udg_ZS_PickedUnitLoc[udg_ZS_LoopInt]))
    Animation - Play ZS_Caster[ZS_CurrentIndex]'s ZS_OmniAnim[ZS_Level] animation
    Unit - Cause ZS_Caster[ZS_CurrentIndex] to damage ZS_PickedUnit[ZS_LoopInt], dealing ZS_OmniDamage[ZS_Level] damage of attack type ZS_OmniAttType[ZS_Level] and damage type ZS_OmniDmgType[ZS_Level]
    Special Effect - Create a special effect attached to the chest of ZS_PickedUnit[ZS_LoopInt] using ZS_OmniSfx[ZS_Level]
    Custom script: call Jump.start(udg_ZS_PickedUnit[udg_ZS_LoopInt], GetLocationX(udg_ZS_TempPoint2), GetLocationY(udg_ZS_TempPoint2), udg_ZS_JumpMaxZ[udg_ZS_Level], udg_ZS_JumpDuration[udg_ZS_Level], udg_ZS_JumpGravity[udg_ZS_Level])
    Special Effect - Destroy (Last created special effect)
    Custom script: endif
    Okay regardless, since I'm already desperate, here is the code (well, part of it:)

    Custom script: if IsTerrainWalakable(GetLocationX(udg_ZS_PickedUnitLoc[udg_ZS_LoopInt]), GetLocationY(udg_ZS_PickedUnitLoc[udg_ZS_LoopInt])) then
    Custom script: SetUnitX( udg_ZS_Caster[udg_ZS_CurrentIndex], GetLocationX(udg_ZS_PickedUnitLoc[udg_ZS_LoopInt]))
    Custom script: SetUnitY( udg_ZS_Caster[udg_ZS_CurrentIndex], GetLocationY(udg_ZS_PickedUnitLoc[udg_ZS_LoopInt]))
    -------- Start of Omnislashing --------
    Animation - Play ZS_Caster[ZS_CurrentIndex]'s ZS_OmniAnim[ZS_Level] animation
    Unit - Cause ZS_Caster[ZS_CurrentIndex] to damage ZS_PickedUnit[ZS_LoopInt], dealing ZS_OmniDamage[ZS_Level] damage of attack type ZS_OmniAttType[ZS_Level] and damage type ZS_OmniDmgType[ZS_Level]
    Set ZS_TempPoint2 = (ZS_PickedUnitLoc[ZS_LoopInt] offset by ((Real(ZS_LoopInt)) + ZS_JumpIncrement[ZS_Level]) towards (Angle from ZS_CasterLoc[ZS_CurrentIndex] to ZS_PickedUnitLoc[ZS_CurrentIndex]) degrees)
    Custom script: if IsPointJumpable(GetLocationX(udg_ZS_TempPoint2), GetLocationY(udg_ZS_TempPoint2)) then
    Special Effect - Create a special effect attached to the chest of ZS_PickedUnit[ZS_LoopInt] using ZS_OmniSfx[ZS_Level]
    Custom script: call Jump.start(udg_ZS_PickedUnit[udg_ZS_LoopInt], GetLocationX(udg_ZS_TempPoint2), GetLocationY(udg_ZS_TempPoint2), udg_ZS_JumpMaxZ[udg_ZS_Level], udg_ZS_JumpDuration[udg_ZS_Level], udg_ZS_JumpGravity[udg_ZS_Level])
    Special Effect - Destroy (Last created special effect)
    Custom script: endif
    Custom script: endif
    Yeah I'll try to take a look at it later on today. I promised deathismyfriend I'd finish fixing up his tutorial so I'm just working on that right now.
  • Loading…
  • Loading…
  • Loading…
  • Loading…
  • Loading…
  • Loading…
  • Loading…
Top