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FUJI
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  • They might have liked your previous spell submissions, your spells are good so it's just natural. You're a celebrity now lol.
    Hey man, sorry to be a bother, but could you consider not bombing the Resource/Model section with comments? It bumps everything up in our Subscribed folders view... And it's not even something new or pertinent, just "good work". :<

    I understand you want to show proper respect/praise to the creators; perhaps using their Profile (VMs or PMs). Or just... Not all at once.

    Again, just something to consider.
    Meh, i'll tell you something little about it:
    It's a Boolean (KB4D_Enable_4D)
    The 4D means travel through Time and Space
    //That's all i can tell you :p
    Don't worry KB4D is just a name, the 4D is for the 4th Dimension Feature
    So it is just like other features... Though more important :p this feature is only known by the KB3D creators... :p
    Yes, and there is many more features coming...
    We will be soon at the 1.5.0
    After a bit, (the 2.0.0) will be for the KB4D!
    hey dude i want to ask something about JASS

    What will happen if i add 2 TriggerAddAction?.. and also it is possible to add two events in one trigger like Unit - Starts the Effect of an ability and every 0.03 seconds.

    Also why call DisplayAMessage won't work?
    Yeah, you have to download the DISBTN. The BTN path should look like this:
    ReplaceableTextures\CommandButtons\BTN<IconName>.blp
    The DISBTN path should look like this:
    ReplaceableTextures\CommandButtonsDisabled\DISBTN<IconName>.blp

    Replace <IconName> with the name of the icon, ofc. Ex:
    ReplaceableTextures\CommandButtons\BTNFrenzy.blp
    ReplaceableTextures\CommandButtonsDisabled\DISBTNFrenzy.blp

    That way, Wc3 will know where to find the disabled icon. Otherwise it shows up as green.

    P.S. Could you delete that one trigger 3 posts before this one? ("There's no GUI function line") It is stretching my page, haha. :p
    Here is some ideas i will add to KB3D, they may be useful to spells !
    Boolean, EndwhenDead (the one u suggested)
    Real, StopTime (Immediatly ends the knockback after this amount of time)
    Real, KillatTime (Kills the KBed Unit when the duration reachs the amount)
    Real, AoEEndDamage (Deals this amount as Damage in the KB3D_AoE at the end of the knockback around the KBed Unit)
    Boolean, KBTarget (Knockbacks the KB3D_TargetedUnit with the same power as first knockback when the KBed unit hits him)
    Boolean AoEKB Makes the exact same thing as this one ^ but in an AoE but doesn't require a target

    What do you think of the new features of KB3D v. 1.5.0?
    Ohh, better ya learn it :D
    Btw, do you know a custom script to make P1's (example) units uncontrolable by him but controlable by trigger orders?
    yes of course xD
    and i realized that using KB3D reduces work time dramatically if there is many "moving" things in the spell
    ----------
    Anyway do you mean if the units pulled down to a portal will gone and will fall to the air?
    ----------
    yes, the units will hided until several secs and returned back from a portal in the air, so they fall to the ground and damaged.
    i will think more ideas later :D
    Portal Disaster
    The caster creates an instant portal at the point (ground) and enemy units will pulled down to the portal and returns from the air of the same point
    [hard to english xD]
    is it hard?
    Yes! With a 5/5 rates ;p
    within the second PnF re-reviewed the system
    I updated the spell 3 times in a matter of 30 minutes (1.3.5/1.4.0/1.4.1)
    :p enjoy using it
    Well, the proper way to check if a unit is dead is like this:
    function IsUnitDeadEx takes unit u returns boolean
    return IsUnitType(u, UNIT_TYPE_DEAD) or (GetUnitTypeId(u) == 0)
    endfunction
    function IsUnitAliveEx takes unit u returns boolean
    return not IsUnitDeadEx(u)
    endfunction
    Something like that. You shouldn't have the Id check alone. It doesn't have to do with efficiency. It is just that the GetUnitTypeId() check will account for things like whether a unit was removed (iirc) or some other special cases.
    It is weird because it looks correct to me. I mean, it *should* work, unless it reaches a negative value or something for some reason.

    You can always just use a game message to display the values of them, and then look at how they change. That might lead to the reason why it isn't working. :)
    so object editor contribute to lags?.. and if i convert all my triggers to all JASS does the lag will be reduced?
    Lol, okay, as you wish
    And you will have a massive concurrence
    His name is Jad... Yes it's me and i will be making a new spell based on KB3D xD
    KB3D_Angle is taken in degrees, converted to RAD in the system, so you will have to imput it using RADTODEG technique
    Lists need more arrays to use, it is also hard to implement in GUI, if you are going to use jass, then lists are good, if GUI, indexing is efficient enough.
    Some moderators may let it slide but I don't really approve of using that method. It is very slow as it iterates through the entire group just to check if it is empty.

    Post the code somewhere, and maybe I can help you get the integer counter working.
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