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T. D. W.
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  • Hi, I was thinking of emulating LoL's aiming model. In Warcraft, it's a little chance that we could do it. There might be some creative workaround though. Would you mind making a thread in the WEHZ group and let's find out? Or ask in the group lab? Thank you. :D
    If you have questions, ask them :)
    I recommend reading tutorials online; I don't think I'm capable of giving good lessons :/
    Yes that's why I say -> You use extend function to extend an already existing fear ^^
    Okay xD
    Normally you have to check in your spell if there is already a fear instance on the unit.
    If yes you call the method (function) extend.
    If no you call the method (function) add.

    I might change it ^^'
    I uploaded the test map.
    It was an error in my spell code it didn't check if the unit was already feared and if yes so you have to use the extend method instead of the add.
    Normally you should use extend if there is an option to do multiple cast xD
    But I'll use extend method in the add too in case the user is bad xD
    (At least in this map it is my test code that is bad ^^)
    Yes I'll remove the invul it is finally a bad idea.
    For the effect I know what I'll do.
    Congratulations! I've seen that a while ago, I thought you already knew. Sorry I forgot to congratulate you earlier, was busy baby sitting.
    Issue fixed, I was working with a mod for my site and it was screwing up. Removed and working the site again. Thansk for the report :D
    Anyway what is KB3D_EndTrigger for?!

    EDIT: I thought there was a bounce power D:! XD. and it must have a Bounce Amount ( the amount of bounce ).

    EDIT2: You did not log-in in hive today :( D:< XD.
    Oh I think that is better anyway, The model is finished and now I'm thinking in a spell Idea :D and combination of frost and snow models.

    Anyway see you later :)
    Oh :D, Anyway I'm uploading the spell now because I think the KB3D System v1.8.0 will not be release today ^^
    No, Resistant Units is different than Magic Immunes, I tested it ^^.
    And you should add this to KB3D System: KB3D_D_FLYING_UNITS = false. ^^
    /**/ are comment delimiters for vjass. I was doing something stupid on the script, I thought it would work but I quickly realized that was stupid lol.
    That's... scary. Do you still sweat when there's snow? I'm really curious, there's no snow here in the Philippines.
    Anyway I'll going too sleep, maybe I can check it tomorrow or some of the users may help you in the problem ^^.
    Then you must do it ^^, because I'm making spell but it makes ugly when it not added a sfx to the damages the line damaged units.,
    add a special effects or fx to the units that damaged in the line.
    Lol chobibo was right Jad :3, the KB3D_AoEPower is a problem, it does not support the 0.00 zOffset. Maybe try to fix that so that it will not requiring group enumeration to insert the KB3D to the units because it is automatically set to the KB3D Power ^^ and it is easiest way than creating a group blabla XD.
    I already tried that, I set it to zero, but they still jump lol. I was making malstomp haha xD that was the reason I was using the kb3d, I figured your project would use the kb3d. Thanks man, I think jake needs your help, I'll try to figure this thing, you need to take it easy daddy. Thanks again!
    XD, Yes but it is not only the knockback is issue about the method that we are talking about :3, It is from the spell stages using integer counter vs Unit Group is Empty Condition, because he said that he can't approve if using a Unit Group Empty but when I tried integer counter it seems that it is not working in the spell type that I'd practice and studying from Almia and T-C Spells :D.
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