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Tank-Commander

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    (Post) I couldn't have said it better myself! If only he'd be able to see the flawed logic he's displaying...
    hey dude, recently you work in a map of pokemon. Can you give me some models of pokemons ? plz i really need it. Thanks for the attention
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    ... to all intensive purposes,...
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    Just so you know, it's actually "for all intents and purposes".
    yup there is a boolean data type. but i never tried storing conditions before. i only store true or false. i know this is too much but can u give me some examples? thnx
    one more thing, can u tell me how to properly store boolean? so i can place it on a configuration? thnx
    hi, can i ask. how do you store special effects into a variable without using the (last created special effects)? something like this (SFX=Objects\Spawnmodels\Human\HumanLargeDeathExplode\HumanLargeDeathExplode.mdl)

    i cant find the right data type for it. thnx
    Hi there, big fan of your work. =)

    Thanks for submitting the epic spells & systems you have.

    Don't drop your project, it looks epic... Make sure to finish =P
    Using TMS on a unit with Dark Summoning causes the dummy units to be separated from the host unit.
    What would be an easy way to order 5 integers from highest to lowest? I have 5 integers that are set to random values between 1 and 10 and their order will determines what units an AI will build.
    I would not look at it that way. I am a perfectionist and so I do extensive testing of new spells, system, models, etc. that I include in my project.

    One suggestion I have is to include a detection for when the hosting unit is invisible so the turrets do not engage.
    The attack type of host unit for the turrets is Magic so it can't target a unit with Spell Immunity, but the turrets do. So I'm not sure.
    I am having an issue with the Turret Mounting System. I have:

    set udg_TMS_AttackType[udg_TMS_TurretInit] = ATTACK_TYPE_MAGIC
    set udg_TMS_DamageType[udg_TMS_TurretInit] = DAMAGE_TYPE_MAGIC

    The turrets are still firing on magic immune units and dealing damage to them.
    Hi, the bug i found I think it's just your spell feature.
    The missles stay on the screen about more than 2 minutes, and some of them go very fast around the screen.
    Hi, thanks for your comment on my spell.
    Actually at the first time I triggered it, it was in a loop with a great mathematical function.
    But I couldn't put it in to an array variable so I changed the loop into triggers.
    I think this would be better.
    Again thank you
    How much strain do periodic timers put on a CPU? Let's say it's a simple one second check to see if any unit in the map has a particular buff and then several actions. I'm curious how I can stop this trigger from firing if there is a dummy unit already present in the affected area as well. The idea is for earthquakes to be cast as the casting unit moves. The dummy unit has Locust.


    Fault
    Events
    Time - Every 1.00 seconds of game time
    Conditions
    Actions
    Set Fault_Group = (Units in (Playable map area) matching (((Matching unit) has buff Howl of Terror) Equal to True))
    Unit Group - Pick every unit in Fault_Group and do (Actions)
    Loop - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
    If - Conditions
    ((Picked unit) is alive) Equal to True
    Then - Actions
    Set Fault_Point = (Position of (Picked unit))
    Unit - Create 1 Dummy for (Owner of (Picked unit)) at Fault_Point facing Default building facing degrees
    Unit - Add a 10.00 second Generic expiration timer to (Last created unit)
    Unit - Add Earthquake to (Last created unit)
    Unit - Order (Last created unit) to Orc Far Seer - Earthquake Fault_Point
    Custom script: call RemoveLocation(udg_Fault_Point)
    Else - Actions
    Custom script: call DestroyGroup (udg_Fault_Group)
    If I have several triggers that have the same event, let's say "unit is attacked," would it improve map performance if I combined them into one trigger with if/then/else statements to divide the various functions?

    I have numerous triggered spells that all use "unit is attacked."
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