• 🏆 Texturing Contest #33 is OPEN! Contestants must re-texture a SD unit model found in-game (Warcraft 3 Classic), recreating the unit into a peaceful NPC version. 🔗Click here to enter!
  • It's time for the first HD Modeling Contest of 2024. Join the theme discussion for Hive's HD Modeling Contest #6! Click here to post your idea!
BPower
Reaction score
106

Profile posts Latest activity Postings Experience Albums Resources About Medals

  • Excuse me but:
    Can you help me make the Shadowraze ability from This spellpack into a Random Distance Ability (So it randomizes between the Z/X/C buttons) so that it can give me space to put the other spells in their places and give me more space for spells.
    oh... damn lol then this socket system is useless now >.> regardless, your system is really well-made, I learnt quite a lot from yours and I took references from yours too :D
    Happy new year! I've seen your equipment system and I needed to be able to socket items into the equipment, do you know how to do it? I made a prototype but it only works with items which doesn't turn to abilities on equip :/
    Hya BPower.

    I was kind of working on my map until I came to two features that I want to get started on by now.
    Both use a custom UI screen which do require some really good UI system.
    I have taken a look into UI Package because I was the one that started this hole hing actually :D but there are a few things that I dislike about it's implementation and I don't really understand how you have created it.
    I must say that I haven't taken a good in-depth look into it, but I can fairly say that I need something more generic than what you have created.
    But on the other hand, it would be a shame to start a UI Package myself... even though I am a big fan of making things myself that other people already have done (DDS, Missile, Buff, Math, etc :D) I still think that there should be at least something that should be useful to start with.

    If you have time, then please visit me in the chat... I ussually am there pretty much the entire day and night ;)
    I'm having a hard time understanding IcemanBo's suggestion for my spells :( he's not online right now, and I want to get this fixed before he gets back so he can review it again.

    I ask because I made the loop exactly like this from an earlier suggestion, but now he changed it. However, the loop still looks the same regardless.
    Thank you BP :) if you have the time, could you do a re-review for any of my spells? I updated them and they should be in their final versions.
    So if I was working in GUI, I would use Pick Every Destructable and then do call KillTree(picked destructable)?
    Reputation (+4):
    (Post) You seem to write "beeing" instead of "being" just a small spelling error you've made a few times ;)
    A
    Thanks :) As always, issues popped up, so there is no problem if it takes some days, Bo already moved it to Awaiting Update so it is out of moderation to give me time to update it
    A
    Hey, I updated my system you moderated :)
    A
    Hey, is this request still on the table ? I recall it was done elsewhere, wasn't it ?
    The missile will only hit a target at it's flying height. I want it to strike at the unit's flying height + 50, but regardless of what value I put, its still hits at the unit's flying height.
    Hey I have a question about Missile (again, lol). When I do Missile.create(x, y, h + 50, angle, 2000, h2) I want the missile the strike the target at it's flying height + h2, but it only seems to hit at it's flying height, regardless of what value I assign to h2. Is there a way to fix this or am I just missing something obvious?
    Updated! Mind giving it another look? I should have fixed the small flaw you talked about.
    Thank you, BPower! I will be working on changing that tonight. I will also update the test map so that its more simple.
    So instead of having GroupCount over Pick every unit in SP_Group, I should have it after? Or should it be inside the Unit Group loop?
    Thank you for the review BPower ! Really appreciate it. However, Im a little confused by the flaw in my code you speak of? The number of units in SP_Group will always get recalculated at the top of the for loop.

    [stable] Set SP_GroupCount = (Number of units in SP_Group[SP_CurrentIndex])[/stable]
    Thats not the case, i know what to do but i have a doubt about the structure. Maybe i should upload it.
    Hi BPower, i want u to be my friend. i know this is weird, but im gonna ask u something. is it ok to post a spell resource although i do not know exactly if i coded it right? im trying to do something that i havent done before and i have a doubt if i post something in the spell section it might sound like im looking for help with my triggers. and i should post on the triggers and script section.
    Well that's weird. Hmm. Guess I did something wrong along the way. I have been running into some other weirdness tho - like certain missiles will not work until another has been fired. Is is ok to have multiple structs in one trigger or does each struct require its own separate trigger?
    Hmm, I have actually been trying to give a missile a new target on onFinish and returning false if the bounce integer has not hit 0, but that just creates a bunch of new missiles for some reason. No idea.

    What I've done now is to basically do call StructName.launch(m) on onFinish after setting the values of the new missile. It seems to work, but when I use First of Group to pick someone, they always pick the same unit, so multiple bouncing missiles always seek out the same target.

    Also when you mean allocate, do you mean create a new missile?
  • Loading…
  • Loading…
  • Loading…
  • Loading…
  • Loading…
  • Loading…
  • Loading…
Top