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Weng
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  • I've stopped modding WC3 for a while. It will probably be years before I pick up on it again, if I even do it.
    Sorry about that, I'm trying to lower down the section as much as I could. But there are times when I'm busy at something.

    I'll still moderate it when I can, also that's not me on the Profile Pic, its some cereal guy I lol'd so much. :xxd:
    Oh my, sorry, i'm confusion again =.=, yes, it's the hiragana :)), so you came from china o.o?, yeah although china people can't read it, but they can understand it, and but again :D, if they known japanese words such as vocabulary or something, so i think they can read it ^^
    You must remember all the hiranaga and the katakana but you don't need to remember the katakana obsolete :), 46 hira and 46 kana, very important when you starting to learn japanese language, when you remembered all 92 symbols, you can starting with the kanji :D, kanji is the symbols originally from chinese, if you came from chinese, it's very easy to you :D
    I can't say I am a great modeler... There are still many flaws in my modeling skill besides time management...
    We can however make a 'Malaysian Social Group', perhaps sharing some map ideas among each other and developing them into playable maps... Who knows...
    Hello, I'm here to reply you :] (inactive ya ...)
    I don't ply garena often now, anyway, here's my acc : pcx0712
    Thanks :D now I'm studying at INTI International University in NSembilan. 1 month here already. haha :)
    Custom script: call CreateUnit( p , utype , x , y , facing )
    ->
    Custom script: set bj_lastCreatedUnit = CreateUnit( p , utype , x , y , facing )
    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: set bj_lastCreatedUnit = 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
    Emm, can you wait?
    I'll give you full review once i get home...
    it's too loud here...i can't concentrate... :(
    did you checked the SavedPoint variable?

    sorry, i can't reply you fast... i got connection problem here... :(
    Frankly Speaking, I didn't quite understand what have being changed))) I just deleted unneeded fragments that don't say that they are used)))
    I put a better description so you can use my Return to Position system.
    Sorry for the confusion will update it later. I explained enough so you can use it now.
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