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KILLCIDE
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  • Hey I just wanted to inform you that it works really fine, I thought the hp bar would be a problem when the dummy spawns. But I figured it out by putting -1 on the units selection sacle and its hp bar is gone.
    Its okay man no need to say sorry, besides your in school. Whenever you had time dude, I'll be looking forward you to show me how.
    I have already thought of that, but is it possible to target a dummy with a spell? I'll try it anyway thanks :)
    ------ --------
    -------- When the duration reaches 0 its time for damage --------
    -------- ------------------------------------------------------------------------------------------------- --------
    Set Spell_Duration[Temp_Integer_1] = (Spell_Duration[Temp_Integer_1] - 1.00)
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
    If - Conditions
    Spell_Duration[Temp_Integer_1] Less than or equal to 0.00
    Then - Actions
    -------- ------------------------------------------------------------------------------------------------- --------
    -------- Creating special effects --------
    Special Effect - Create a special effect at Temp_Location_2 using war3mapImported\BlueAftershock.mdx
    Special Effect - Destroy (Last created special effect)
    -------- ------------------------------------------------------------------------------------------------- --------
    Custom script: set bj_wantDestroyGroup = true
    Unit Group - Pick every unit in (Units within Spell_Radius[Temp_Integer_1] of Temp_Location_2) and do (Actions)
    Loop - Actions
    Set Temp_Target = (Picked unit)
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
    If - Conditions
    (Temp_Target belongs to an enemy of Temp_Player) Equal to True
    (Temp_Target is alive) Equal to True
    (Temp_Target is A structure) Equal to False
    Then - Actions
    -------- ------------------------------------------------------------------------------------------------- --------
    -------- Dummy damages enemy units --------
    -------- ------------------------------------------------------------------------------------------------- --------
    Unit - Cause Temp_Unit to damage Temp_Target, dealing Spell_Damage[Temp_Integer_1] damage of attack type Magic and damage type Normal
    -------- ------------------------------------------------------------------------------------------------- --------
    -------- Creating special effects --------
    -------- ------------------------------------------------------------------------------------------------- --------
    Special Effect - Create a special effect attached to the origin of Temp_Target using Abilities\Weapons\Bolt\BoltImpact.mdl
    Special Effect - Destroy (Last created special effect)
    Else - Actions

    [/hidden]

    At this part, when the duration ended. Because at that time enemies in the target location will receive damage.
    Hi KILLCIDE , I was wondering how to make a lightning effect like in your Volatile Light spell (the part were the healing wave comes above and goes to the ground)

    I had this trigger http://www.hiveworkshop.com/forums/pastebin.php?id=r74ka4 at the end of the duration it will damage enemies in the targeted location and that's the time were I wanted to create the lightning effect like yours.
    I sent you the map so you can check if there are mistakes, nvm it then.
    Hey Kill, do you still have that damaging blink spell map I sent to you? Could you send it back to me? :D
    Sorry for the late reply dude needed to get sleep at that time. Even you've already fix it, I still would like to give a response:) The bug occur on the map you've uploaded.
    I don't know if it would be worth it to make an allied-only specified filter, as you might want a flamestrike-effect to hurt anything. If I made AllowImmuneAllies, I's also have to include stuff like "allowlivingallies", "allowdeadallies", etc.
    FB is fine. I have a few Warcraft friends on there. Just make sure I know who you are when you send the request.
    What you can do is set Spell__Filter_AllowImmune to True in the configuration, then check manually in your own filter to see if an enemy is immune.

    I haven't expirimented enough with cross-player positive/negative buff casting. I think the targeting alliances in Object Editor have something to do with it, though I would just stick with what you have.
    As long as it works!? The programming in this game is so confusing sometimes.
    I'm not sure. My guess is that it's trying to cast on too many units at once?
    If you can cast a positive buff on an immune unit, that's the way to make it work.
    rip they're hidden deep in the ocean of my broken laptop xD
    but it's fixed now, waiting for it to be sent here

    idk what exactly must i do with the towers tbh :grin:
    Actually, that's exactly how they do it. But still ... 3 months.

    There are 9 catagories of law which can be tested. There are 6 essays that will be on the test. This year they tested criminal law, business associations, secured transactions, environmental law, administrative law, wills, torts, civil procedure and constitutional law. Some questions mix different categories. It was rough.
    No, that's not dumb at all. I had thought seriously about implementing that, so you are thinking along the same lines as I am on the subject.
    Because they are mean. I don't know. It shouldn't take that long. The multiple choice should be nearly instant. Bubble sheets can be read by machines. But, the essays, I understand it takes a few weeks but ... months ... ?
    You're not bugging me about the system at all. You're helping me figure out how to explain it, which will only lead to good things.
    I don't think it should be a rule. I say it not just for me but for everyone who helps out. It's something you do for free purely to help others, the least someone can do is click their mouse to say thank you in a way that is counted. Reminding people to do this, doesn't seem like a bad thing.
    Nope, as what would happen if you didn't want a unit to get added when you picked it (i.e. you are checking if they already have a buff)?
    Busy with school stuffs man. But I have occasional contact with IcemanBo while I was not active.
    Hahahaha. You're too fast (<span style="font-size: 9px">in forum activity way, not "fast" in some way if you know what I mean</span>)
    Quite sure this is all that's needed: In the Config trigger, make sure you have Spell__Filter_AllowAllies set to True


    Set Spell__InRangePoint = Spell__TargetPoint
    Set Spell__InRange = VL_CurrentAoE[Spell__Level]
    Unit Group - Pick every unit in Spell__InRangeGroup and do (Actions)
    Loop - Actions
    Set VL_TempUnit = (Picked unit)
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
    If - Conditions
    Or - Any (Conditions) are true
    Conditions
    And - All (Conditions) are true
    Conditions
    (VL_TempUnit has buff VL_Buff) Equal to False
    (VL_TempUnit belongs to an ally of Spell__CasterOwner Equal to True
    And - All (Conditions) are true
    Conditions
    (VL_TempUnit has buff VL_Debuff) Equal to False
    (VL_TempUnit belongs to an enemy of Spell__CasterOwner) Equal to True
    Then - Actions
    Set VL_TempLoc = (Position of VL_TempUnit)
    -------- healing friendly units that don't have buff --------
    -------- cursing enemy units that don't have buff --------
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
    If - Conditions
    (VL_TempUnit belongs to an ally of Spell__CasterOwner Equal to True
    Then - Actions
    Unit - Order VL_DummyCaster to Night Elf Druid Of The Claw - Rejuvenation VL_TempUnit
    Else - Actions
    Unit - Order VL_DummyCaster to Undead Banshee - Curse VL_TempUnit
    Unit Group - Add VL_TempUnit to Spell__TargetGroup
    Custom script: call RemoveLocation (udg_VL_TempLoc)
    Else - Actions
    -------- TempUnit did not pass filters; do nothing --------
    Why not just make one effect on the target point? Flooding one spot with matching eyecandy is kind of a waste of resources (hurts my shitty laptop's framerate). I honestly didn't see any special effects besides those, but it could be I need to restart my laptop again.
    I've gone over it and found a few snaffus:

    1) The lightning is never destroyed nor repositioned
    2) You should create the dummy unit for Neutral Extra so it can cast on both bad guys and good guys (Spell__DummyOwner is also already set to this)
    3) You should use Spell__TargetGroup instead of micromanaging your own group which does the same thing
    4) You create a bunch of special effects on the Target Point. I think you mean to create them on the offset points?
    To do a 2D array, you multiply Spell__Index by the max number of elements you want to store, and you add the loop indices to that number to get the unique array point. You don't want the array size to be higher than 40 as if the Spell__Index gets too high you may break the array size limit when you multiply (8192).

    Edit: And I see that's what you're doing. Are you starting at index 0 when you loop?
    You could just use Spell__Hash and Spell__Index as the parent key. That way you get the 2D utility.

    And I see that's what you're doing. Are you starting at index 0 when you loop?
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