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rulerofiron99

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  • The sliding system is moving unit by triggers
    with set unitloc()

    No?

    What kind of funny stuff you are talking about??
    Blizzard did a race like this with sliding system?
    I think it's a race with unit that a steered wit the mouse like in a traditional game
    No?
    Is there so much maps with this system?
    I haven't seen this in hive
    The turn of racer is done by triggers
    i made instantly turning on click because if i do it with a timer turning will be cumulative
    If you click two times the computer will calculates two angles and start two timers it will be confusing
    hey man, I didnt see you for long time eh, and I see your butcher has got some green goo on him :D
    I have a suggestion for JustDrift. You can make the vehicles move with the arrow keys. It's simple - when a player selects a unit that is a car, then make this car move with this player's arrow keys. I.e. make the players' arrow keys control the car they have selected. Fix the camera onto the car as well, so you don't have to move the mouse.
    Unless the whole idea of the map is to have the cars moving like this.

    Btw, LOOK AT YOUR GEMS! SO SHINY!
    Hm, this is really good indeed! I will try it with my car game. And when i see how it goes, will you mind if i keep it?
    Btw, in your profile i can only see the maps Region 0.37 and Mortar. Where is Just Drift?
    Well in jQuery, there are no angles and stuff, so i am using sine and cosine to get angles. And so i have a facing angle and a movement angle. The facing angle is changed when steering, while the move angle is constantly trying to reach the facing angle. As you might suggest, the car is not moving in the facing angle, but in the move angle. Duh.
    So, for example if you steer with 30 degrees/sec, the move angle is changing towards the facing angle with a speed of 20 degrees/sec. So if you steer long enough without stopping, you drift. There are some other formulas i've used to decrease the speed while drifting, so it looks a bit realistic.
    I think that your way, however, is better. Cuz it's all physics and maths and stuff, based on real life. :thumbs_up:
    However, mine is simpler and easy to understand. Quality over easy code, though.
    Yea, i forgot about map-making too because of school, training (breakdancing) and other stuffs... Been working on my HTML/CSS/jQuery/PHP/SQL knowledge for a while because i want to get a job, i hope to make some money this summer. :grin:
    I have started a War3 project by my own before more than 2 years and i have to get it done. The fact that i haven't finished what i've started is constantly on my head! Argh! :ogre_rage:
    By the way, is this page opening for you? It's a HTML5/jQuery project i have started. :ogre_datass: For now it's just three cars that can drift and collide (with an extremely bad collision response that i have to fix). I hope that by the end of this year, i will have a fully functioning multiplayer-browser-NFS game. :grin:
    Btw, i thought of implementing the physics from the car game in some War3 racing map. I think it'll be epic! :ogre_haosis:
    Thanks for the review, I've read all your points (including after your second test). Some things are intended, like
    ----------
    - Summoned boar and healing ward has the sell ability, allowing you to lose it for 0 gold.
    ----------
    How much gold did you expect for it? :D It's there to make space for another tower.

    Other points are useful. thanks again :)
    Greetings. I know you must have a lt of request about spells and so on, but i need to ask you anyway, since you might be the only one who can help me. I was interested in one of your spells, but slightly modified. Its the harvesting system. If it was slightly alternated it could work also as a custom gold or crystal or whatever mining system. Would you be interested or would you help me edit it, so it adds the gold not oil and also that it changes harvesters animations to "gold set" and also attack gold animation during mining? Iam sure many people would be glad for such modification, i saw a many post requesting such a thing. Anyway, thank you for your time. If you would help me, i can help you in return with models request or something in that section. See ya anyway... SvH
    Hello

    So I would like to request complex quest system that have some interesting features like:

    -Every player have their own quest log (F9) with list of thier quests
    -Every player have their own visible overhead effects at quest givers
    -Every player have specific quest progress. Example: at certain point of game, Player 1 accept quest that order him to kill 10 units and let's say after some time player 1 kills 5 units. At this point Player 2 accept the same quest and come within x/y range to player 1's hero and they kill those units together and they kill next one. Player 1s killcount is now 6 and player 2s killcount is now 1. When Player 1 finishes quest objective he can retrun to quest giver and claim reward, but player 2 still need to finish his killcount to unlock reward.
    -Each quest giver have 3 special effect, Yellow exclamation mark that tells player he can accept quest at that quest giver. Grey question mark, that means he allready have accepted quest and need to finish objective, and yellow question mark that tells player he allready completed quest objectives at that quest giver and can claim reward. Once player finished quest and claimed reward special effects for THAT player dissapears. Each player sees only HIS special effects depending on his quest progress.

    Additional information:

    -Some quests have level requirement
    -Some quests have reputation requirement (that's bassicly just a number that increases/decreases depending on player's playstyle)
    -Quests are accepted by purchasing "tome item" from "shop" (quest giver)
    -Most of the quests givers are placed on map, but some can be spawned during game

    Special request:

    When player writes -repick all quests, special effects and quest log resets for him.

    I know this is pretty much to do and I'll understand if you reject this request but I guess that I'm not only one that would like to use simillar system and more people would appreciate this if it would be uploaded in systems section
    Thanks, Palooo3
    Hey, do you still accept system requests? I need one that is pretty much complex and I just want to know if it is worth posting into your system request thread.
    Another rep soon...

    Also, some abilities ideas are very hard to be used so i make somewhat easy... :D :p
    may i request a spell? a simple MUI/MPI GUI Jump..

    A Target Point.. it is like BLINK.. when the player click at cast range 1000 but the distance limit is 500 then he can jump only up to 500 distance..

    Please make it for me cause i really don't know how to make a good jump system.. i tried making and it super sucks..

    Please Please Please... the distance limit is increased by 50 x INTELLIGENCE OF THE CASTER...
    i will try using JNGP 2 but i can't use multiplayer stimulation.. it says it can't find the war3?.. how do i put the file location of my war3?..
    "Ideas & Systems"... it seems i found another idea factory :D

    Well, if you're not busy...then please help me... (no problem if you refuse)

    I need human and orc hero ideas with abilities that have 4 levels and ultimate ability 3 levels....
    I'll guarentee you'll got 1 rep every heroes...
    are you busy can i request?...

    I will give the original copy of my map Dueling Ultimate and could check my triggers for leaks? or lag causing problem?..

    I know you will say read Things that Leaks but i already remove the leaks on my triggers yet some users experience so much lag like sonofjay..

    Please just check it and tell me the problems on my triggers and i will just do fix it...

    pls. i need help from an GUI expert.. it all GUI and i don't even uses Hashtables...

    Reply if you accept and i will send the original map..
    hmmm
    last question:where do I put the "call destroy", if it isn't in the right place right now?
    Fleas get New
    Events
    Time - Every 0.35 seconds of game time
    Conditions
    Actions
    Set RatGroup = (Units in (Playable map area) matching (((Unit-type of (Matching unit)) Equal to Rat [0]) or (((Matching unit) has buff Bugs fleas HP) Equal to True)))
    Unit Group - Pick every unit in RatGroup and do (Actions)
    Loop - Actions
    Set RatPoint = (Position of (Picked unit))
    Set RatGroupFly = (Units within 120.00 of RatPoint matching ((((Matching unit) has buff Bugs fleas HP) Equal to False) and ((((Unit-type of (Matching unit)) Not equal to Rat [0]) and (((Matching unit) is paused) Equal to False)) and ((((Matching unit) is alive) Equal to True)
    Unit Group - Pick every unit in RatGroupFly and do (Actions)
    Loop - Actions
    Hero - Create Bugs and give it to (Picked unit)
    Floating Text - Create floating text that reads Fleas! above (Picked unit) with Z offset 50.00, using font size 14.00, color (40.00%, 5.00%, 70.00%), and 0.00% transparency
    Floating Text - Set the velocity of (Last created floating text) to 75.00 towards 90.00 degrees
    Floating Text - Change (Last created floating text): Disable permanence
    Floating Text - Change the lifespan of (Last created floating text) to 1.75 seconds
    Floating Text - Change the fading age of (Last created floating text) to 1.00 seconds
    Floating Text - Hide (Last created floating text) for (All players)
    Set tempforce = (Player group((Owner of (Picked unit))))
    Floating Text - Show (Last created floating text) for tempforce
    Custom script: call DestroyForce(udg_tempforce)
    Custom script: call DestroyGroup (udg_RatGroup)
    Custom script: call DestroyGroup (udg_RatGroupFly)
    Custom script: call RemoveLocation (udg_RatPoint)
    This leaks:
    Floating Text - Show (Last created floating text) for (Player group((Owner of (Picked unit))))

    Set TempForce = (Player group(Owner of (Picked unit)))
    Then call DestroyForce(udg_TempForce)
    yay!you are online!it means I can ask you a quick question!:D
    edit:eek:nline indicator is a lie...

    does this leak?the floating text part.I'm not sure for "owner of picked unit"

    Fleas get New
    Events
    Time - Every 0.35 seconds of game time
    Conditions
    Actions
    Set RatGroup = (Units in (Playable map area) matching (((Unit-type of (Matching unit)) Equal to Rat [0]) or (((Matching unit) has buff Bugs fleas HP) Equal to True)))
    Unit Group - Pick every unit in RatGroup and do (Actions)
    Loop - Actions
    Set RatPoint = (Position of (Picked unit))
    Set RatGroupFly = (Units within 120.00 of RatPoint matching ((((Matching unit) has buff Bugs fleas HP) Equal to False) and ((((Unit-type of (Matching unit)) Not equal to Rat [0]) and (((Matching unit) is paused) Equal to False)) and ((((Matching unit) is alive) Equal to True)
    Unit Group - Pick every unit in RatGroupFly and do (Actions)
    Loop - Actions
    Hero - Create Bugs and give it to (Picked unit)
    Floating Text - Create floating text that reads Fleas! above (Picked unit) with Z offset 50.00, using font size 14.00, color (40.00%, 5.00%, 70.00%), and 0.00% transparency
    Floating Text - Set the velocity of (Last created floating text) to 75.00 towards 90.00 degrees
    Floating Text - Change (Last created floating text): Disable permanence
    Floating Text - Change the lifespan of (Last created floating text) to 1.75 seconds
    Floating Text - Change the fading age of (Last created floating text) to 1.00 seconds
    Floating Text - Hide (Last created floating text) for (All players)
    Floating Text - Show (Last created floating text) for (Player group((Owner of (Picked unit))))
    Custom script: call DestroyGroup (udg_RatGroup)
    Custom script: call DestroyGroup (udg_RatGroupFly)
    Custom script: call RemoveLocation (udg_RatPoint)
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