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Maker
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  • I fixed vortex lightning, i use CTL for all plugin but can't use it in spell because CTL causes some error for that spell, well you can review again :)..
    Hello maker.

    ----------
    -If the caster is null your loop won't stop
    The issue descibed in the first bullet is not fixed
    ----------
    Caster is null, your loop won't stop ?, after test, i see it work properly =.=, if not that thing, can you tell me ?..

    Can you explain me more ?, i don't get it so i can't fix it :(.
    Reputation (+4):
    (Post) I am stressed. When I see you helping out as much as you do here I get so happy.
    I missing something on spell Power of Light ?, please tell me :(..
    I just forgot to update new code in topic ==!, but in my map the code are fixed.

    or you mean: zoffset ?, i think it fine ==!
    hey i fixed all leaks for the system http://www.hiveworkshop.com/forums/spells-569/afk-protection-1-0-auto-start-1-0-ease-1-0-a-241757/?prev=r%3D20%26page%3D2, to my knowledge..
    and optimized it
    i'm not sure if this is a bit too mush.. - since i heard that you don't want to "pick every unit in (playable map)" and choose a unit group instead, so i could cut the action "custom script: call DestroyGroup(udg_GroupVar)" since i already used "Custom script: set bj_wantDestroyGroup = true", right?
    anyway thanks in advance
    i will back in a few hours and work on my other spell Auto-retraining, that one certainly still needs some fixes


    Auto Start
    Events
    Time - Elapsed game time is 0.00 seconds
    Conditions
    Actions
    Custom script: set bj_wantDestroyGroup = true
    Set GroupVar = (Units in (Playable map area))
    Unit Group - Pick every unit in GroupVar and do (Actions)
    Loop - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
    If - Conditions
    Or - Any (Conditions) are true
    Conditions
    (Unit-type of (Picked unit)) Equal to Peon
    (Unit-type of (Picked unit)) Equal to Peasant
    (Unit-type of (Picked unit)) Equal to Acolyte
    (Unit-type of (Picked unit)) Equal to Wisp
    Then - Actions
    Unit - Order (Picked unit) to Harvest Nearby Gold
    Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
    If - Conditions
    (Unit-type of (Picked unit)) Equal to Ghoul
    Then - Actions
    Unit - Order (Picked unit) to Harvest Nearby Lumber
    Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
    If - Conditions
    (Unit-type of (Picked unit)) Equal to Town Hall
    Then - Actions
    Unit - Order (Picked unit) to train/upgrade to a Peasant
    Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
    If - Conditions
    (Unit-type of (Picked unit)) Equal to Great Hall
    Then - Actions
    Unit - Order (Picked unit) to train/upgrade to a Peon
    Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
    If - Conditions
    (Unit-type of (Picked unit)) Equal to Necropolis
    Then - Actions
    Unit - Order (Picked unit) to train/upgrade to a Acolyte
    Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
    If - Conditions
    (Unit-type of (Picked unit)) Equal to Tree of Life
    Then - Actions
    Unit - Order (Picked unit) to train/upgrade to a Wisp
    Else - Actions
    Custom script: call DestroyGroup(udg_GroupVar)
    Custom script: call DestroyTrigger(GetTriggeringTrigger())
    bro i'm working on how to control dummy mover attacks, this is my trigger but it wont work :(
    Death Stomp Killing Control
    Events
    Unit - A unit Is attacked
    Conditions
    And - All (Conditions) are true
    Conditions
    (Unit-type of (Attacking unit)) Equal to Dummy Mover
    (Life of (Attacked unit)) Less than or equal to 20.00
    Actions
    Set DeathStomp_DummyID = (Point-value of (Attacking unit))
    Unit - Cause DeathStomp_CasterArray[DeathStomp_DummyID] to damage (Attacked unit), dealing 21.00 damage of attack type Spells and damage type Normal
    excuse me man! another question! you have told me "The caster should deal the damage, not the dummies" but the dummies are casting ability not damaging! for example that orbs have phoenix fire ability and when they explode new dummies will cast war stomp!

    EDIT: And thank you very much!
    I've updated my spell, Water Ball v1.11
    please take a look at this post regarding your review, thank you.
    is a resource that have version below 1 (0.1, 0.2.1) means that resource will have a significant change?

    how about changing version from 1.1 to below 1? is it still means a significant change?
    "I...make things" You...make desperate map makers like me, happy :D
    Wasn't expecting a solution for my problem... Thanks a lot! It works perfectly! :)
    Mag said that if we have warcraft folder not the setup.exe, we still can use the latest JNGP. But i got trouble...

    The first time, i open we.batch, and after a moment, this appear :

    after i press ok, this appear :
    [IMG]
    did i do mistake?
    The spell is now update to the Normal Index Array as you said :). I use now coordinators for not having leaks. Fixed the bug that you said if the caster is died. Improve the Tooltip now it is like blizzard tooltip. I added some spaces so that the moderator will read the code neater and clean. Optimized the Code. Moved some functions that is not needed when in Execution. All is now fixed and changed in the spell ;).
    Maker, could you spare your time to moderate my spell once again?
    it has been updated, and i'm really sure that i've do all what you told me
    http://www.hiveworkshop.com/forums/world-editor-help-zone-98/help-monster-respawn-233884/index2.html
    Hey maker i downloaded this and it's really helpful, but the problem is how can i detect the unit and his point?

    Respawn
    Events
    Unit - A unit Dies
    Conditions
    (Owner of (Triggering unit)) Equal to Neutral Hostile
    Actions
    Custom script: local integer id = GetHandleId(GetTriggerUnit())
    Custom script: local integer utype = GetUnitTypeId(GetTriggerUnit())
    Custom script: local player p = GetOwningPlayer(GetTriggerUnit())
    Custom script: local real x = LoadReal( udg_rhash , id , StringHash("x") )
    Custom script: local real y = LoadReal( udg_rhash , id , StringHash("y") )
    Custom script: local real facing = LoadReal( udg_rhash ,id , StringHash("facing") )
    Custom script: call FlushChildHashtable( udg_rhash , id)
    Wait rtime seconds
    Custom script: call CreateUnit( p , utype , x , y , facing )
    Custom script: set p = null
    Set POINT = (Position of (Last created unit))
    Special Effect - Create a special effect at POINT using war3mapImported\ArcaneExplosion.mdx
    Custom script: call RemoveLocation(udg_POINT)
    Special Effect - Destroy (Last created special effect)
    Trigger - Add to ZTS Damage Detect <gen> the event (Unit - (Last created unit) Takes damage)
    Unit Group - Add (Last created unit) to ZTS_AddThreatUnit
    Unit - Set (Last created unit) acquisition range to 0.01


    You can see my Add-on and it doesn't work
    hello maker
    i played your powerslave map. It's awesome >.<
    but why dont you keep develop the map?
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