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  • Ok im just going to list the improvements that can be done with your system:

    When the missile dies, the effect appears sideways(wierd :s). Please fix it so that the angle goes back to normal uppon death
    The misssiles are affected by the walls, trees and anything that woul increase/decrease a flying unit's height. This can be done by using a location and substracting it's Z
    :hypno:

    You are feeling sleepy, very sleepy, if I snap with my fingers, you'll wake up and say these words in the Chat: ''Unban TDB! ^_^''.

    Three
    Two
    One

    *Snaps his fingers*
    Yeah so :p it is removed. Elese you need to create the effect of the missile at the point then hide the missile then use a DET system to remove effect later on ( same for unit ), and with the unit living longer then you need to relcalc your whole system. Not worth it
    Know how the dummy works, BUT! if you use a dummy with an attached effect the trial of that effect will just instantly be removed when the unit is killed or removed!
    Ok done with it. Btw, could you add a GetLocZ stuff in your proj system so that it will not be affected by cliff heights
    I know it because i have tried, you move, twist a body part on a unit. Uses the attachment points
    that applies only for units with heads, arms, legs, etc. a missile only got one attach: "origin"

    It is used alot in cinematics, to make a head turn towards something
    no, it is if you add an effect to a unit the kill/remove that unit. When the unit disappears the effect does the same
    BUUUUUUT!!!! If you do that with a missile with a trial effect then it will look wierd uppon death, like the trial just disappears
    I think i found what it is: method onLoop takes entity e returns nothing
    // This method sets the angle of attack of the projectile relative to it's velocity in three dimensions.
    // Basically, if it's moving downwards, it'll face downwards :p
    call SetUnitAnimationByIndex(e.dummy, R2I(bj_RADTODEG*Atan2(e.zV, SquareRoot(e.xV*e.xV + e.yV*e.yV)) + 0.5) + 90)
    endmethod
    Ask him then, or post a thread in the trigger forum

    btw: Something i find wierd is that he uses "call SetUnitAniamtionByIndex(bleh,"Some really long math code")"
    ^^ He uses a 3Dimesional collideable system for the missile and somewhere in that sys is the awser you are looking for
    It is possible. Example: Simple Entity Engine 2.0.1 - The Hive Workshop - A Warcraft III Modding Site

    btw: I haz replied Chaotic Boulder v1.1 - The Hive Workshop - A Warcraft III Modding Site

    AND: For the next spell im thinking of a Bouncing Ball Shield that damages enemies around when the ball hits the ground. To do this i just set the position of the Missile to an offset of the caster ^^ simple
    Btw: could you add some kind of math function for setting some kind of facing ( up / down )
    Ah, thats why :p

    But it looks epic with 2.5 arch on the mini missiles on my new spell :3

    Edit: Please post on my spell :p Btw, what you think of my idea on a pack for you sys? o_O ( i kinda always wanted to make a such pack but never had the sys )
    Hello, ok first spell part of the Projectile System pack - Chaotic Boulder v1.0 - The Hive Workshop - A Warcraft III Modding Site

    Btw, why do you own so hard? o_O
    Ok, im goint to make a Spell Pack based off you Projectile system.

    Im going to modify it a bit. btw you should do that to you know?
    Add a size thingy, so you can set the missile's size when creating
    Remove the Arch protect func, you dont really need it + less lines :D
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    Let there be light.
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    TheBlooddancer is God.
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    Tru dat.
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    Thats for zpammadaring mai repz0r!
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