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PurgeandFire
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  • I have already read the thread.
    The information seems lacking.

    This thread is a gold mine:
    http://www.wc3c.net/showthread.php?p=983871
    But somehow it died. The work there would have been great if completed and turned into a tutorial.

    I have dug up several information regarding dependency equivalence, but I still don't get why some methods wouldn't work (probably because the lack of understanding the concept. Does it have a parent-child relationship? A table perhaps? Idk...), or at some point the map will crash with no error message; no dialogue box even.
    Sample crash #1:
    Unit A and Unit B exists.
    Unit A has a dependency equivalence of Unit B, and vice versa.
    When something related to Unit a OR Unit B is clicked in-game, the game would crash without any errors.

    ^ Things like this. I just found that out after DAYS of fixing. It's time this issue should be addressed and pointed out by professionals like you.

    EDIT: Sample Crash #2
    Structure A, Structure B
    Structure B has a dependency equivalence to Structure A.
    Structure A can be upgraded to Structure B.
    Same results to Sample Crash #1.
    Hello. I don't know who to contact for this request.

    I want any of the pros here (probably you if you want) to post a tutorial about Dependency Equivalence and how we can use it for all things.

    Moreover, Dependency Equivalence (Unit) has been known to unknown crashing issues with slight misuse. I wanted to do it myself, but I am very uninformed about these things, and I myself needed help regarding these.
    No rush :) just a small suggestion. Quite annoying having to convert my coordinates into points just to check if its pathable xD
    Hey PnF! Would you be able to make it so that your Check Walkability system works with coordinates along with points?
    Thanks, i created a thread in staff contact.

    Can you please also take care of the approval?
    Hi there.

    I cant seem to be able to update my tool (uploading to hive doesn't work), can you please update it with this archive?

    Thanks.
    You remember when I asked you why I got banned right ? So, I know why there were MULTIPLE accs in my IP. There are some idiots that don't understand NOTHING about Editing or English (my english is not that good, but who the hell writes the simple past of "write" as "writed" and not "wrote" ?).

    I ask you to BAN all accs linked to my IP (except JJhonJames). Ban FiremanBo, Ban Old, Ban Hdm and every other acc linked to my IP. But keep this one.

    They are screwing me. Look at This. That motherfucker doesn't even know how to use a basic Damage Event.
    Help me host the Icon Contest #14! By giving ideas, and if you want, you can host the contest after the theme poll. But it's still the discussion. Check Contest Submission.
    Reputation (+3):
    (Post) This is so over the top of great news. And having your guys get invited is freakishly awesome. I'm so excited for the future of WC3.
    Everybody complained about Ralle not turning down his christmas hat, but noone batted an eye at you! :D
    Should I always just add those two together so I don't have to senselessly check if the unit is ground or flying? :p
    Ahh that's what I figured. If I'm trying to get a flying unit, will it have to be GetLocationZ() + GetUnitFlyHeight() ?
    Hmmm how would I find the height of the endpoint if for example: i move a unit at a random angle with a random distance?
    Hey PnF! Do you mind explaining to me what the variables represent? D4RK doesn't say anything about them, and I want to start using parabolas that work endpoints that have different heights :)
    [STABLE]
    STABLE]
    Oh, that would be great! Shar Dundred and I strongly support this as we killed our ass out to get how to alter colors for years which is impossible.
    You know that issue, you can import textures and override any texture in game with texture in map using its path. That is how we have skins. But this does not count for team colors. Game is hardcoded to read colors from mpq, ignoring them in maps. For example, I can import turquoise texture into path instead of team color 0 which is red, in game it will still be red. Blizzard could update it so colors could be read from maps as well
    Oh yeah, I heard that. I also know that you cannot talk about stuff, but please, tell me since I am interested in one thing I have been trying for years, will we be able to override existing colors in maps by overriding their paths ?
    Black and white uses .blp from warcraft 3 .mpq (no need to import them, as they are already included). The rest of custom team colors are 1x1 .tga imported images. It works fine for me, not sure why your mac doesn't support .tga.
    Coolio, so KAM is from California too? Man, wish I can visit USA sometimes, it has been 8 years since my last visit. I can still remember the day in Disney land, memories~.
    Is Blizzard all you visited in California?

    -Edit: Wait, you're an American. Sorry. :p
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