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KILLCIDE
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  • I'm glad you found that error, cause I didn't see anything weird in the Config trigger you gave me.
    I don't know when I'll be at my PC again. Can you tag what you have for me? It's possible maybe your Config trigger doesn't have a Map Initialization event (it's happened to me before).
    Some of those you can do using Spell__Filter_AllowX variables in the Config trigger. Others, you'll want to use custom conditions for. I'll have a look at Spell System again and get back to you. Meanwhile, can you share the rest of the relevant code (if any)? In particular, the Config trigger and where you pick the units in the group.
    I've been working on my skins but not even much of that. I took the Alaska Bar Exam about 2 weeks back. I made a website but it's only local. What have you been up to? Tank-Commander took your spot as most downloaded spell this month. Maybe it's time for a new one? How's the bouncing ball?
    A
    Hm, I triew to make a simpler version of it, however, it refuses to work appropriately (link)

    If it works, then I start map-making again ^^
    Well my laptop is still broken xD
    It contains all my needed files.
    A
    Good to hear :) Saw you updated your spells a bit, something new upcoming ?
    A
    Hey, how are you, how is it going ?
    I edited my message to you.

    As for the dummy recycler, that can save a lot of CPU performance as creating a unit is one of the heaviest tasks the game has to perform.
    If I do that, I may as well integrate a dummy recycler into Spell System, as well. Well, maybe I should do that?

    From what I can see in your script, there are two things I would change. The first is to use the Spell__Trigger_OnFinish event to destroy your special effects as that will catch the exact instant the spell ends. It will also end the Spell__Duration immediately unless you set a new duration or time. I'm quite sure I added that event based on what I saw in this resource.

    The second thing is to only do the knockback when you cast chain lightning (which makes sense, and may give the knockback victims a chance to sneak in a hit if they can return fast enough). The reason why is because you can then set Spell__Time to CL_Interval when you set the duration and not requiring you to set your own sequence that way. This is something I would do for simplicity's sake, but I understand if you want to keep the knockback as a constant pulse. It makes more sense to me to do the knockback pulse at the same interval as the visual pulsation of the lightning.
    Okay man, just a suggestion xD

    Yea I'm guessing that you searched my avatar on google...
    The one I told you in skype. Upon detonation, the bomb lifts enemy ground units and takes damage on fall, and also traps (ensnare-like) enemy air units to the ground for few seconds,

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    OT: Ooo I think I found your facebook, Mr. KV.
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    Ah crap :p
    Yeah actually I'm doing one right now, if I got a problem is it okay if I ask for your help?
    Hey man thanks for the help, I'm not really good with loops. But I manage to fix it, thanks for helping :ogre_haosis:
    The lighting ball flying above the head of the caster. I changed it to an imported model. Is it a problem with the import? I used the model previously for a units projectile and it worked perfectly.
    Just a question, when I change the special effects to an imported model, it doesn't show up. How do I fix that?
    That would be great! For now I've re-purposed your electric conduit into an earth spell that returns 10% of the missing HP of any targeted effected enemy as mana for the caster.
    I got it covered, you can delete it.

    And that's correct, I got my monthly money and used it up right away.
    And they reveal the merchandise two days later :-/
    And it expires before I get more, so I am kinda stuck indeed.
    ooo, fancy. I like it.

    Enjoy well deserved rep, mate.

    edit: credited you as well.
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