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IcemanBo
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  • Working on it with the help of PlankingWolf for ideas and a storyline. Hoping to have a demo up in map development somewhat soon :prazz:

    What are you working on now? Still updating your platformer from the contest?
    Everywhere i saw ur comment and ur resource u are the most sensable person ever on hive and i wanted u to make me your pupil.
    Reputation (+1):
    (Post) Thanks,but they are stored already in my vJASS script,sorry,I forgot to mention =)
    Doing fine but busy, very busy. Quite weird, right? I said fine yet I am busy

    But anyway, just felt the urge to help that made me active in WEHZ and I am also learning triggering of some sort and maybe through helping others that I can also help myself.

    Right now, I am helping at WEHZ and T&S Forums, Commenting at new projects at Map Dev., Moderating maps at Map Sections and lastly, working on Heroes Tale.
    Ah yes I know but I'm not doing this ;)
    I didn't want (even if my teacher wanted me to) ^^
    Ok, I see.

    I got a good suggestion in the triggers forum. I need to set the damage factors right and test it again. Maybe I was doing it wrong.
    Ya, this game is already trigger heavy - projectile system would be too much. How would you use an ability to do it? Is there something about our movement system that keeps the cannon tower type miss effect from working?
    Maker's Suggestion

    Cannon Tower = Ancient Protector - they are almost the same. Either way, I know about this and I've been trying it. It.s not working for me.

    "Projectile Homing" is an option in OE. Homing makes the projectile follow the target.

    Which spell permits the miss?
    Can it be done with a spell? I thought units could out run things in the normal game like the boulders thrown by the Ancient Protectors. What is the point of homing vs. no homing. I will ask in trigger forum.
    The missiles are the normal attacks of the units like the missile launcher and the jet. So currently the damage is done when the attack hits even though homing is set to off and the chopper moves out of the way. I wanted to make it so the chopper can dodge the missile. Currently, the chopper can dodge and the missile misses, but damage is still done. I want to make it so that if the missile misses the chopper is not damaged.

    My trigger didn't work that well, I should have done it your way. I ended up changing it.
    hmm, i turn only unikey (to type vietnamese). but need to type double e to become ê so.... idk what it could be :c
    So I modified your idea a little. I set the alliance in Map Int.
    How does this look?
    Low Chopper
    Events
    Game - Current_Hight becomes Less than 100.00
    Conditions
    Actions
    Set GrdUnits = (Units in Current_Level_Region owned by Player 10 (Light Blue))
    Unit Group - Pick every unit in GrdUnits and do (Actions)
    Loop - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
    If - Conditions
    ((Picked unit) is A ground unit) Equal to True
    Then - Actions
    Unit - Change ownership of (Picked unit) to Player 2 (Blue) and Retain color
    Else - Actions
    Custom script: call DestroyGroup(udg_GrdUnits)This changes the ground units back and forth from Player 2 - Player 10. Player 10 treats player 1 as neutral.

    Also, another problem that's been bugging me. I want the chopper to be able to dodge the missiles. But currently the missile will do damage even if it misses by a great distance. Any ideas?
    I admit my mistake, will remove that part of my moderator comment. Looks like I misunderstood the conversation between you two.
    All of the things I want to note has been pointed by I_am_Death already and there is no use on duplicating it though I would review that once again and maybe find something more not on IaD's review.
    I was thinking that I could make the zombies able to attack flying units at a very short range and add invulnerability at altitude.

    What I would really like is to make it work for all levels and all units. If it can attack ground units then it can attack chopper only when the chopper has landed.
    I do know that also suggested you if you want it being Jass to be much faster and smoother.
    I_am_death pretty much explained most of my points so I just spotlighted his review as a basis for your map's approval.
    Reputation (+5):
    (Bundle) (+5) Great job with this. Its really great seeing you submitting your entry map that got cancelled of some sort sadly.
    Dude your description is awesome!!!

    I would add a table around the whole thing -


    I'm a big fan of tables.

    Mostly I like the blacker back ground.

    Sweet. MaoC is out!!!

    No rush, I have plenty to work on. Vulnerability will make it cooler for every level.

    The map section is getting backed up again huh? damn
    The ice is just the frost breath model but bigger. It looks cool. There is also the doodad "crystal" from icecrown glacier.

    I was thinking of making a mini-cinematic for the Boss. I was thinking a polar bear gets some of the gas frozen in the ice a mutates.

    I tried "add classification - ground unit - to Chopper" still nothing attacked it. I even removed classification "flying unit" from it too with the trigger. I put it right in the landing and lift up triggers.

    I can make the builds and all respawn easy enough. The tricky one is the vulnerability thing.

    Is there any other way to do it without switching the model out?
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