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Kam
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  • Sorry again for asking again but I kind of forgot. Am I allowed to upload the terrains to Hiveworkshop as melee maps (excluding your work from it) but still mentioning you?
    Kam, can you give the modified brutal lord again so I can see if I can delete the dissipate?
    Oh, sorry, but I don't really remember much of that. I didn't play your project in a long time. I'm not sure if I really have time for it, but if I can I'll definitely check it out soon. :)
    If you have someone who's willing to play and isn't too good at it, please let me know, I'd love to play with someone instead of vs bots. ^^
    You had made an excellent job with your orcish rig you had combined the two old models very well just a question are u planing on combining it's human counterpart as well?
    Hi Kam:
    My apologies for my delay in answer. It's difficult for me doing this changes due lack of time and because I'm not an expert in adding animations. But I hope someone can help you in this request.

    How's your life and projects? I hope everything is verry fine :)

    HUGS!!!!!
    Were you referring to me, here? I don't have any particular interest in the spells at this time, but I appreciate the offer. :p
    ok, in two days or something I will start working on the stuff because the schedule will be better
    Else, I had an idea, can you give a map with your fixed spell ? I can download it, I mean, if you have a map don't give me it, just create a new map, copy the triggers and paste them on this new created map. So I can download it. Am I asking too much ? Sorry bro, my beam is leaking. Help me :/
    Sweep Cast
    Events
    Unit - A unit Starts the effect of an ability
    Conditions
    (Ability being cast) Equal to Cleansing Beams
    Actions
    -------- Caster --------
    Set Sweep_u = (Triggering unit)
    -------- Caster coords --------
    Custom script: set udg_Sweep_x2 = GetUnitX(udg_Sweep_u)
    Custom script: set udg_Sweep_y2 = GetUnitY(udg_Sweep_u)
    -------- Two beams just look best but other numbers will work, too --------
    Set Sweep_i2 = 2
    Custom script: call MoveLocation(udg_Sweep_zLoc, udg_Sweep_x2, udg_Sweep_y2)
    For each (Integer Sweep_i) from 1 to Sweep_i2, do (Actions)
    Loop - Actions
    -------- Radius of beam --------
    Set Sweep_r = 200.00
    -------- Coords of target point --------
    Custom script: set udg_Sweep_x = GetSpellTargetX()
    Custom script: set udg_Sweep_y = GetSpellTargetY()
    -------- Offset angle of beam --------
    Set Sweep_a = ((Atan2((Sweep_y - Sweep_y2), (Sweep_x - Sweep_x2))) + ((Real(((360 / Sweep_i2) x Sweep_i))) + 90.00))
    -------- Calculating beam target point coords based on that --------
    Set Sweep_x = (Sweep_x + (Sweep_r x (Cos(Sweep_a))))
    Set Sweep_y = (Sweep_y + (Sweep_r x (Sin(Sweep_a))))
    -------- Direction of beam --------
    Set Sweep_a = (Sweep_a + 180.00)
    -------- Create sweep lightning --------
    Set Sweep_Max = (Sweep_Max + 1)
    Lightning - Create a Finger of Death lightning effect from source Sweep_zLoc to target Sweep_zLoc
    Set Sweep_Lightning[Sweep_Max] = (Last created lightning effect)
    Custom script: if udg_Sweep_Group[udg_Sweep_i] == null then
    Custom script: set udg_Sweep_Group[udg_Sweep_i] = CreateGroup()
    Custom script: endif
    -------- Caster again --------
    Set Sweep_Caster[Sweep_Max] = Sweep_u
    -------- Start distance value (should be 0) --------
    Set Sweep_Data[(Sweep_Max x Sweep_DataCount)] = 0.00
    -------- Distance the beam will travel --------
    Set Sweep_Data[((Sweep_Max x Sweep_DataCount) + 1)] = (Sweep_r x 2.00)
    -------- Speed of beam (will move 8 every 1/0.03 sec) --------
    Set Sweep_Data[((Sweep_Max x Sweep_DataCount) + 2)] = 8.00
    -------- X of target point --------
    Set Sweep_Data[((Sweep_Max x Sweep_DataCount) + 3)] = Sweep_x
    -------- Y of target point --------
    Set Sweep_Data[((Sweep_Max x Sweep_DataCount) + 4)] = Sweep_y
    -------- X component of speed --------
    Set Sweep_Data[((Sweep_Max x Sweep_DataCount) + 5)] = (Sweep_Data[((Sweep_Max x Sweep_DataCount) + 2)] x (Cos(Sweep_a)))
    -------- Y component of speed --------
    Set Sweep_Data[((Sweep_Max x Sweep_DataCount) + 6)] = (Sweep_Data[((Sweep_Max x Sweep_DataCount) + 2)] x (Sin(Sweep_a)))
    -------- Caster beam offset distance --------
    Set Sweep_Data[((Sweep_Max x Sweep_DataCount) + 7)] = 70.00
    -------- Caster beam offset angle --------
    Set Sweep_Data[((Sweep_Max x Sweep_DataCount) + 8)] = (Sweep_a - ((Atan2((Sweep_y - Sweep_y2), (Sweep_x - Sweep_x2))) + 90.00))
    -------- Caster beam height offset --------
    Set Sweep_Data[((Sweep_Max x Sweep_DataCount) + 9)] = 130.00
    -------- Aoe of beam --------
    Set Sweep_Data[((Sweep_Max x Sweep_DataCount) + 10)] = 150.00
    -------- Damage of beam --------
    Set Sweep_Data[((Sweep_Max x Sweep_DataCount) + 11)] = 50.00
    -------- Sfx start count --------
    Set Sweep_Data[((Sweep_Max x Sweep_DataCount) + 12)] = 0.00
    -------- Sfx max count --------
    Set Sweep_Data[((Sweep_Max x Sweep_DataCount) + 13)] = 3.00
    Trigger - Turn on Sweep Loop <gen>
    Cast trigger = Sweep Cast ?
    Loop Line = Loop - Actions ?

    Can you put the triggers here ? Between [Triggers]
    hey bro, I am having the same issue you had on Sweeping Beam spell. But Maker helped you, I saw the post. But I didn't understand what he said to put his custom script above the loop on cast trigger. My questions are, what is this loop and where is this loop? Can you tell me detailed ? Or take a print ?

    Ty
    Hm, that would be nice... Well, unfortunately I'm a little behind on time, but go ahead and PM your Skype name (if you got one), since that tends to be a good place for me to congregate with old modding buddies for quick discussions. I'll keep this open as well, and link you to my Pastebin with a Word document attached.

    Basically, I'm talking about the "Tiki Warrior" and the "Jungle Dartmon"/"Tiki Torchmon"/"T3 Ownage Device" (Yes, I've gotten desperate enough to ask Hiver's for help :p). There should be some elements of our Skype discussions that involve those characters (just Search for them in Word), and it's faster than having me just re-type it all. But for the short-shrift:
    "Tiki Warrior" is a T2 Medium Ranged Pseudo-Caster, a potent magically-infused Troll warrior with a few powerful abilities (Spell Immune, boosting towers? using corpses? etc)
    "T3OD" is the T3 ... something. (medium)-Heavy Melee/Ranged Guerrilla Unit (currently), essentially an epitome of all that is Trollish with emphasis on versatility, general utility, and overall usefulness. (vague, right? :p)

    If you have trouble understanding the document (working on editing it for clarity), or more questions about what I've said or what I'm asking, let me know. I'll definitely get back to you... But getting a better job, and General Conference come first tonight. :p

    Cheers!
    ----------
    I suppose I'll begin by saying that perfect does not exist. I'm an architecture student and I can tell you that errors will remain even after working on a project for many days.
    ----------
    This is true, and like I said, something I've had to grudgingly accept. I'd like to think that, given enough time, enough public input, and enough delving into histories & Blizzard's apparent design policies/parameters/paradigms (lol, p-p-p), I would uncover the 'true', 'perfect' 'Blizzard-representation' of the Jungle Trolls.
    Alas, I now seek for, perhaps, the 'most true'.


    ----------
    My project started as a simple expansion on the standard tech trees for Orcs and Humans. In 2002 I began by adding Ogres and other units from WC2 using the standard neutral units. There were a few custom units such as the Blaster using Cookie's tank model but not many. One unique idea I had in version 1 was a burrow that could move and root so players could build a walled fort. Custom spells and upgrades were few.

    Over the next 11 years I went through dozens of custom unit ideas that were ultimately removed. Some of them were based around a single spell, some were meant to be used in conjunction with other units, and others I thought were cool. As versions went by I came to understand that each unit, ability, upgrade, terrain feature, and system needed to add something unique and useful to the tech tree. As I have worked alone I can only review so much at a time. Each update I address any game breaking issues first, followed by any areas that I feel are neglected.
    ...

    ... There are numerous balance issues each update that address my concerns with stats. I do a lot of testing between releases. I've released a number of terrains for this project. There are 9 uploaded here but there are more. Currently I update three maps that I have invested, along with two others, in making the terrain as conducive to sea warfare as possible.
    ----------
    So true. While I haven't gone into Terrains at all (looking forward to flexing those muscles in the campaign), I've definitely seen the progression from "throw a couple units together" to "organize, categorize & design according to certain design parameters/paradigms", and it is good. That's the thing; usually it's a feeling, a non-specific "good" feeling associated with a particular spell, unit, or hero design. When I find it, everything seems to flow... But when I can't find it, I get a little worried. Perfect example; there's a couple of key units I am really trying to hammer out that resist all attempts. I can't tell you how many iterations they have gone through. I'd love to have some closure on them... But I wonder whether that can happen before release, or if (paradoxically, in my mind) that can be helped by releasing.


    ----------
    I suggest you work on one or two units at a time, or perhaps one large concept. Once you're at a stable point with those then release. Establish a set of racial attributes that will be present to some extent in every unit of that race.

    I am happy to help you further.
    ----------
    Well, it's a little late for that... As I've said<span style="font-size: 9px"> (have I?)</span> can be seen from my topic <span style="font-size: 9px">(well, not clearly; I really must update that beast... *sigh*) </span> should be noted, I am pretty much done with the techtree, as well as it's implementation; I've been so for quite some time.
    Mostly.
    Kinda.

    There are some things I've planned but not yet actually implemented, and then there's all the bug-fixing & leak-checking... But seriously, I'm more at the stage of hammering out the last few bolts & calling it a day.
    Mostly.
    Kinda.
    :p

    If you are interesting/confused, I'd love to incorporate you more into talks. I also have Skype (if that appeals).
    Hello
    In search for custom models I came across this project. (see pics in the posts below)
    Warcraft 3: Beyond the Dark Portal. It was being made by some Russian folks. I am not aware about the current state of the project but I do know that it had some really nice models. Can you get them to make their work public and include it in your thread?
    I was looking at your Beyond the Throne project recently, and I realized that you have continually been updating your works (primarily your races) since releasing them. I am curious as to how this works, and how it works for you.

    That question might not be clear... I suppose I should explain that, for me, one of the big obstacles to me releasing anything has been that I desire to have things 'perfect' before release. I have come to the realization (a while back, but it took me a long while) that this is literally impossible (even for Blizzard; Q.E.D. patches), and that I only must have things balanced "ballpark"-close. Then my issue was wanting the techtree fully realized (ideas, resources, spells, etc; fully implemented and working), yet I have realized also that, given the needs of play-testing, those too might change.

    All those revelations aside, I still kinda struggle with this mindset. I see how you, however, doing much the same things as myself, have released & re-released and re-re-released, seemingly successfully. How? How does it work? How do you prepare your changes, and in what form do you disseminate them (if I recall correctly, you have uploaded over a dozen individual maps with these changes; do you actually update each one?)? How do you decide to change something in the first place?

    I suppose that's it for now (or at least all I can think of). Your thoughts on the matter are appreciated. : )
    Yes, you're right. There's no point in redoing those WC2 icons. I already find it useless:/ How have you been?
    I am alright, doing studies almost all the time, modelling a bit here and there, trying my hand on triggers and stuff. And you?
    Soeey Kam, I still don't know too well how to do slightly more complex animations than rotating a bone x-x
    I've never really liked using low level creeps as mercenaries since they die pretty easily, don't benefit from upgrades, and are normally worse than a corresponding melee unit anyway. BtT has a lot of big units (even the beginning units can be pretty powerful when fully upgraded) and I think units like the Unbroken Darkhunter and the Battle Golem are a bit too weak for BtT. Stuff like the Overlord Arachnid, Spider Crab Behemoth, and Makura Snapper are okay though.
    I like the custom mercenaries and I think the ideas behind them are quite cool. I think the Promethian Crusher is the more appealing though because it has a more general usage, whereas the other two seem more specialized.
    Also, I noticed that the Tempered Myrmidon has no food cost and can cast his ultimate at level 1. The Battle Golem's tooltip calls it a "Heavy melee unit", which it most definitely is not. The mercenaries also all have different stock start times, which I'm not sure is intentional or not. The custom mercenaries also all have a maximum of two(?) stock and the standard creeps have one.
    Finally, when I was testing all this out, I noticed a thing wrong with the Orc AI. I was doing this on Crystal Lake and the Orcs had captured the middle and I had caught them building a Great Hall. I sent my Argonauts to destroy it and they did. I also destroyed a Bunker. The Orcs built a Forge but did not harvest any gold from the mine; all they did was harvest lumber. They also had a very large ground force that could have overwhelmed me but they didn't attack (maybe because they were getting harassed by my ships).
    Looks good, although I haven't had too much time to test it.
    The Lost AI is also malfunctioning so I'm not really able to test my stuff against them that well.
    About your old compendium mods thread, I have a suggestion! I could modify or correct some WCII icons and you could upload them there and put them under the Blizzard Entertainment name. I noticed that a lot of users require them. Will that be good?
    I'm fine. Just making some terrains. Oh and congratulations on your icon being approved:)
    It's not necessary but it does give the Lost player a few more options in terms of playstyle. However, its use is pretty limited and as I've said before, I don't find them very useful.
    I can agree with you on that last part, four different air units is a bit too much.
    Yeah I thought about it a few times, but the system already has issues with containing excessive weight on processing as-is (granted more on the carrier side than the turrets), and knowing when an invisible unit is nearby (and then whether or not it's detected) could lead to a lot more issues, really if I built the system as more of an attack-replacement system rather than mounting turrets which individually have to operate, I would do exactly that, but on the turret mounting one I feel the weight might prove just a bit too much - especially when you consider the already existing bloat and sheer length of the code
    Ah okay just looking through it, the filter is set to run to exclude units with the following condition:

    if (udg_TMS_DamageType[udg_TMS_TurretType[udg_TMS_Index]] == DAMAGE_TYPE_MAGIC) and (IsUnitType(u, UNIT_TYPE_MAGIC_IMMUNE)) then

    I'm just running some tests on it myself to recreate the issue and if I find anything I'll get back to you shortly with a fix

    Edit: Problem located, updating the resource now, two lines were missing when updating the method of turret registery

    Edit 2: You'd be amazed that bug wasn't found earlier by other guys - kind of shows how little some of these resources get used by people who want to use such things in their maps or even play around with them
    That's most likely due to a difference in technicalities, damage type in terms of units in the object editor, could easily mean the weapontype in terms of code, eitherway I'd just try changing the weapon type in the code to magic too
    I believe it's determined largely by the weapontype rather than the damage and attack type, by sheer virtue of it managing to deal damage to them, one can extrapolate that they're not immune to it but rather the weapontype they're immune to

    Edit: if the problem persists I'll have a look at it tomorrow, right now I'm heading off to sleep
    I'm sorry, I've been thinking about how I asked you to decrease the cost, and now I'm thinking that the old prices were better. I knew that naval units could be powerful, but I didn't realize how annoying and dangerous a developed navy could be because naval units are especially hard to kill from land and the naval units have armor that is anti-piercing (medium, fortified) and any damage can be repaired. They could just camp outside paths leading to the enemy's base and damage the troops when they come out (and alert the owner that the enemy could be launching an attack), and retreat when damaged by ranged.
    For your Paradise Shoals map, I understand that the map is meant for 2v2 and not anything else, but because the map has set forces I'm unable to set my race on Battle.Net.
    Also, the Assault command, atleast for the Humans is a bit annoying because it includes Sheep as combat units. I know it would be annoying for them to be workers, but sending all the Sheep back to where they were when Assault is used is annoying. Arcane Depository is also included.
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