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FUJI
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  • Here is the Link for the first look of Knockback 3D
    thought it is still not working, but the bases are done, registration, necessary functions... just the main loop trigger is missingly empty :p
    check it quickly, it's going to be deleted within the 24 hours!
    You mean making him go up in the sky and then come back on the ground?
    Knockback 3D can do this
    It's more like the most functional knockback system possible!
    You can imagine anything with it!
    Yes, and guess what my next system will be..... It was once mentioned that bride himself was going to make it but it is still not done ... It is mainly the most usefull system for spell coders, it's the KNOCKBACK 3D
    For shortning: a knockback that also includes the Z offset!
    i got a problem on the Hydrapoison.. the special effects are not removed even the duration is ended.. but on the catacylsmic blow the sfx is removed.. so tell me how can i fix it..

    NOTE: I did not touch anything on the spell... so i really dont know why it does not removed..
    well good job on the spell... i will gonna test it now.. now just need to find small problems on the map and expect that on Saturday i will release the v2.1 of aos..

    Also just a spoiler on v2.2 v2.3 v2.4 v2.5 v2.6 and v2.7 you see 4 new heroes every version release so this mean i will start the Boss Fight mode on v2.8
    I told you te size, it's with the change size function with the formula i gave tou AoE /187.5 * 100
    It will scale the thunderclap to the AoE
    Note that the effect should be attached on a dummy to scale the unit
    I use this in the melting phoenix, to scale the final Fx on the melt
    It isn't working because HP_PoisonedUnits can only refer to one unit at a time. Even though you set it here:
    Set HP_PoisonedUnits[HP_Index] = (Picked unit)
    That value will change when it goes through the next unit. If you want it to work on multiple units on the map, then you should save the entire group instead. You would make a group variable, and in HP Execution, you would set the group to (Units in (Playable map area)) matching (Matching unit) is an enemy of (HP_Player)) and (Matching unit is a hero equal to true). (and then use it for the "Pick every..." and remove the bj_wantDestroyGroup).

    Then in the HP Loop trigger, instead of "Unit - Cause damage".. you would use "Pick every unit in <group>[index]" and you would cause damage to them.
    S
    Depends, what can you offer to do? Right now I am making the pre-alpha, because I had a major issue solved which involved making a complex system for spell uniqueID sorting algorhytam. That took about 4-5 days to make.
    Nah, GUI doesn't really support coordinates much. You almost always have to use locations (points). Coordinates are useful for SetUnitX and SetUnitY, but if you try to use them in the rest of your functions, you'll just end up with a lot of JASS since GUI's mostly take in points.
    Yes this is global...

    You can use slow...

    AoE Burn effect is triggered just like the poison..

    This not MUI
    hey dude are you still working on the killing creep system?.. could you stop it for the meantime?.. cause i need 2 important abilities.. this is an Item Ability for AoS Bossess Trihead Hydra and Catacylsm Juggernaut..

    Item: Hydrapoison
    When activated all enemy heroes will recieve a poison with a slow.. use a triggered damage per second and dont use shadow strike because it will bugged out to future heroes with poison...

    Slow and poison will last for 5 seconds.

    Item: Cataclysmic Blow
    When activated all enemy heroes will recieve a damage and a aoe burn effect. Enemy heroes that will be affected will deal damage per second to units within 300 aoe from their position. Burn effect will last for 5 seconds.

    Damage
    Slow = 75%
    Poison = Deals 50 + (30 x Level) every 1 second spell damage type

    Cataclysmic Blow
    Instant Damage = Deals 100 + (50 x Level) spell damage type
    AoE Burn Effect = Deals 20 + (30 x Level) damage every 1 second spell damage type.


    I don't have much time on working on the spells cause i am very busy fixing so many problems on the current version and rebalancing everything as much as i can.

    Abilities damage and effect is improved every 60 seconds because the bosses will become stronger every 60 seconds

    I hope you can finish it before wednesday..
    yes. The bj_wantDestroyGroup is pretty handy for that reason. You don't need to assign it to a variable.

    The JASS functions behind it will check if bj_wantDestroyGroup is true. If it is true, then they will destroy the group after the "Pick every..." option finishes. Then they will set bj_wantDestroyGroup back to false so that it won't interfere with anything else. =)
    so how abut if this..

    Item A
    Item B
    Item C
    Item D

    A hero acquired Item A/b/c/d but he has Item B/a/c/d.. he can't acquire the item
    dude have you accept? actually i tried to do that but i dont know how..

    well you can just post the trigger or tell me how..
    hey dude i need a simple item system today... pls. can you finish it now?..

    heres the item system..

    A hero can't have two same items on the inventory..
    In your third trigger, you never set LT_Index = LT_Index - 1. You have to do that to make sure that the indexing works properly. Currently, the indexing is messed up so that the trigger still loops through the destroyed lightning. When you try to move or do anything with a lightning that is destroyed, then it will crash.
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