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elmaster200
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  • As with most things, it's done with triggers. Those 'basic' abilities are just multi-level unit abilities, rather than hero abilities. When a hero gains a level, a trigger checks if they've reached an appropriate level (4, 7, 10, 13, 16, 19, 22, 25, or 28 for my maps). If they have, the trigger increases the level of the ability and also removes one skill point from the hero.

    It gets a bit more complicated when you make it into a campaign file, since the levels gained in the normal skill won't carry over map to map - you need to set that up by manually setting it back to the right level when the map starts.
    I'm afraid that, other than maybe the occasional polishing of To the Bitter End, I don't see myself doing a lot of Warcraft III stuff in the future - I've got quite a few other projects in the works that I'd rather be working on.

    As for spells for a Blood Elf Warden model, there are a lot of considerations for this. If this is for a multiplayer map, be sure that the spells remain balanced - as proud as you might be of your creation, it's no fun if it breaks the whole game. If it's single-player, the abilities can be as powerful as you like, as long as he ends up facing enemies powerful enough to still pose a challenge.

    In terms of what actual abilities to create, decide on what sort of character he is and what sort of tactics he's likely to use. He's an elf, so he's probably agile - think of skills that involve precision, speed and agility. He's a Blood Elf, so he craves magic - he should probably have abilities to sap, eat, or absorb magic from enemies, and maybe he's magic resistant. He can probably use some magic himself. Maybe give him abilities similar to the Undead Destroyer, where he can 'eat' magic so that he can use powerful spells against his enemies, but his mana drains over time? Is he heroic, an anti-hero, or villanous? A hero tends to have protective, strengthening, or healing spells. A hero might use direct attack spells, but a villan would use spells that not only attack, but also cause as much pain and suffering as possible - even their defensive spells might have a twist that makes them cause harm to others.
    Truly you are a good friend, Andy, by the Way my real name is Mac, and i live in London U.K., but tell me, do you think that we can make a Resource one day??
    Glad to hear my fix worked for you. The Campaign is much improved over the older versions (a lot of bugfixes and other changes too) plus it has the Prologue, Epilogue, and last Chapter, so I hope you enjoy it!

    And yes, my real name is Andy. :)

    Unfortuantely I'm not keen to make skins or other stuff on demand, as it makes a lot of work for me and I'm already very busy. Also, sometimes it's not even possible to make an 'unarmed' model without editing the model itself.

    However, the best I can suggest for you is this tutorial: http://world-editor-tutorials.thehelper.net/skinning.php

    Usually, to 'remove' the weapon from the skin, just replace the weapon drawn on the skin file with transperancy (how you do that depends on the program you're using - with Photoshop for example you just select the part you want to delete, then use the eraser tool to replace that with transperancy). That won't get rid of any non-skin parts that might be incorporated into the 3D model though (like the hero glow, or any special glowy effects attached to the weapon), and even then often doesn't work right if you're viewing a model on less than High detail.
    There is no last chapter available seperately - once the last Chapter was complete it was packaged together into the Campaign file.

    However, the Campaign file should work fine. What happens when you try to run the campaign? Do you click one of the chapter buttons and then the screen just goes black and then kicks you back out?

    If that's what's happening, I know what's wrong (and I've got this as the top entry in the 'Problems' FAQ on the official site at http://www.familykrieg.com/tothebitterend/problems.htm):

    "This happens if you're running an outdated version of Warcraft III: The Frozen Throne. You'll need to patch The Frozen Throne to the most up-to-date version. Try the offical Battle.net patch page to get the latest standalone patch by going to https://us.battle.net/support/en/article/warcraft-iii-patch-downloads"

    If that's not the problem, can you describe what happens when you try to run it?
    Hi elmaster200:

    First, about the spells: no, I created all the custom spells myself from scratch, so I don't think you'll find them anywhere else. There might be similar things out there that other people have made though!

    And if you say you can't find the final Chapter of my campaign... you must be playing a VERY outdated version! All Chapters of To the Bitter End were completed quite some time ago and collected together into a single Campaign file, containing a Prologue, an Epilogue, and Chapters I - VIII. You can get it here: http://www.hiveworkshop.com/forums/maps-564/bitter-end-202289/
    Hi elmaster200,

    Malfurion's Quest is expected to be finished sometime next year. At the moment, it is too early to give a definite finish date as it has only just begun development.
    Blooddrinker's ability is similar - it uses a base ability (I think Berserk in this case), then a bunch of triggers. There's a trigger for the visual effects (as well as a custom unit for the big 'daemon' effect at the start), a trigger to add some other passive abilities to the unit using it (to create the 'critical hit' effect), and triggers that detect each time the unit hits an enemy, so that it randomly moves them to another visible target in range. Again, it's fairly complex.

    There was a custom ability on Hiveworkshop that's similar that you can check out - I think it was called 'Omnislash'. You can review the triggers used to make that one work, though I couldn't tell you for sure if they take into account memory leaks or the like.

    As for the custom units...

    If you mean 'how do I make the computer TRAIN the custom units'... I'm not quite sure. I think doing it 'properly' would require you to do AI scripting. I did it differently, using triggers, but that's because To the Bitter End doesn't use resources etc and thus works quite differently from a normal game of WC3.

    If you mean 'how can I make it that the AI makes use of custom units already on the map', you have a few options. A computer player given a custom unit will use some default AI no matter what: for example, all units have an attack radius (this tends to be smaller than their sight radius), and will automatically respond to (ie, attack) any enemy unit that enters that radius. Any custom abilities you give to a unit will be used in the same way that the AI uses the base, NON-custom version of that ability (so for example, if you create a custom version of 'Slow', the AI will use it the same way the computer uses the Slow ability in a normal game of WC3, though it will still take into account adjusted cooldowns and won't case it if it can't pay the required Mana cost etc). The only way to get around these default AIs is to either script your own AI (which, again, I don't know how to do), or write triggers that specifically issue orders to units.
    Hello elmaster200...

    I'd like to help, but I'm not completely sure what you're asking. Are you asking which ability I based Celerity off?

    It's based off Mirror Image, but of course it's been edited and uses a number of triggers to cause the various effects it has (eg, special effects, dashing around, invulnerability, not being selectable, 'following' Fei Serumen etc). It's a relatively complex ability unfortunately and requires good familiarity with the Trigger editor to get it to work.
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