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Kam
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    (Post) I couldn't have imagined a better outcome even if I had dreamed about it. Thanks for representing the community!
    Congratulations on your trip to the Blizzard HQ!

    I think it's worthy to be on XGM so the legacy of your trip could spread overcoming the language barriers, yay!
    A
    Thanks, I look forward to it, I am very excited!
    A
    Hey, did you already post that announced thread/post about Blizzards plans regarding wc3 that will crush all previous pessimism ?
    Hi, sorry for delay.

    You can change filter to your needs, its at the end of setup part of spell:

    // ----------------------------------------
    // **** Unit filter for portal
    function PortFilter(unit filter_unit, player cast_player) -> boolean {
    return !IsUnitType(filter_unit, UNIT_TYPE_DEAD) &&
    !IsUnitType(filter_unit, UNIT_TYPE_STRUCTURE) &&
    !IsUnitType(filter_unit, UNIT_TYPE_ANCIENT) &&
    !IsUnitType(filter_unit, UNIT_TYPE_POLYMORPHED) &&
    !IsUnitType(filter_unit, UNIT_TYPE_FLYING) &&
    !DDIsUnitWard(filter_unit) &&
    IsUnitAlly(filter_unit, cast_player);
    }
    sorry. I got caught up on a project that I have to finish. I'll definitely finish it today but it might be towards the wee hours of night. I just want it to be as polished as possible since I've gotten a lot of valuable feedback about it. :9
    There are many cases in which that would be an issue, first portal always faces caster, it does not make sence to face other portal, it would seem to be odd if portal would face by side near caster. Other issue is if second portal faces 1-th, then issue is that second portal might be facing a cliff or unpathable area and not say open area... that is why 1. portal and 2. must have there proper facing.

    btw try adding this "if (...)" line and see if it fixes first cast sound problem:


    function PlayBasicSound(string file, boolean is3D, real volume, real x, real y, player p) {
    sound s = CreateSound(file, false, is3D, is3D, 10, 10, "");
    SetSoundVolume(s, R2I(volume*1.27));
    if (is3D)
    SetSoundPosition(s, x, y, 0.);
    if (p != null) {
    if (GetLocalPlayer() == p)
    StartSound(s);
    } else
    StartSound(s);
    /*
    Sounds now preloaded
    if (GetSoundIsLoading(s))
    function(sound s,string file) { TriggerSleepAction(0.); PlayBasicSound.evaluate(file, false, 95., 0., 0., null); }.execute(s,file);
    */
    if (volume > 1.) /// <----- add this line above killsound
    KillSoundWhenDone(s);
    s = null;
    }


    this code is in shimmering portal trigger at line cca 800.


    Regards!
    ~DD
    No that is not the preload part, this is preload part:

    function PreloadSounds() {
    //Preload(PORTAL_WARNING_SOUND_FILE);
    TriggerSleepAction(0.);
    PlayBasicSound(PORTAL_WARNING_SOUND_FILE, false, 1., 0., 0., null);
    PlayBasicSound(PORTAL_BIRTH_SOUND_FILE, true, 1., 0., 0., null);
    PlayBasicSound(PORTAL_DEATH_SOUND_FILE, true, 1., 0., 0., null);
    PlayBasicSound(PORTAL_ENTRANCE_SOUND_FILE, true, 1., 0., 0., null);
    PlayBasicSound(PORTAL_AMBIENCE_SOUND_FILE, true, 1., 0., 0., null);
    }

    // -----------------------------
    PreloadSounds.execute();
    // -----------------------------

    ----------------------------------------------------------------------

    you can delete first 90 lines of code except //! zinc line.

    Glade you like the spell, and i think that you cant compile maybe because its old version of JNGP, here is newer version.
    yeah you could do that, but still preload should do it, in fact it does but only for level greater then 1. when it comes to map size, the only thing that can take map space is information such as extra Object editor data as well as code/text from Shimmering portal and ddLibrary... no imports are used. Btw, code iz in zinc, and zinc has shorter code than jass, note that all code has to be saved as jass in the map. so it has more lines of jass than zinc and that takes KB as well.

    Regards!
    ~DD
    I checked it out, yes sound birth and death do not play when you cast Shimmering portal "level 1", but only the first cast, that is to say "it seems that sounds are not preloaded when you cast SP Level 1". yes it is strange, but that has to be blizzard bug not my... I do have code for sound preload but it only works if you cast spell level 2 or 3... try casting spell level 2 or 3 and see if you hear sound, as well you will hear sound on level 1 too, its just that for the first cast you wont and i dont know why because i preloaded sounds... so has to be blizzard bug
    Could you import SP in to say some melee map such as lost temple and check out if you have issues with sound as well as //! external stuff, if so then please send me that melee map so i can try compiling it on my pc.

    Regards!
    ~DD
    Btw about sounds, no they are standard shimmering portal sounds they are not imported, the dummy takes 34 KB, but if you already have vexorian dummy unit you can use that model for "DD Dummy" Unit.
    Hi, i check'd the code in spell shimmering portal v4 and this code //! external ... is nowhere to be found, so please delte that line //! external, because it was used in previous spell code, not zinc one.
    Like This:

    Mystical Hero
    Adept at disrupting and slowing the enemy.

    Innate Abilities:
    -(InnateAbility)

    Learnable Abilities:
    -(Ability1)
    -(Ability2)
    -(Ability3)
    -(Ability4)

    Lore:
    (Full Lore)
    What do you think will be best for mapping:
    Short Description like your maps?
    or a
    Complete description with lore?
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