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Berb
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  • I scrapped what i could in our map.

    The map should be playable, haven't tested, filled out the map with more terrain and rushed the triggers in order to present 2 playable heroes.

    Check the thread.

    Also don't worry man, it was tight as it is, but now that the time limit is off, want to finish the map for the spell section?
    How is the terrain going?
    Im in chat atm so come if you want.
    Also i started making the spells for the hunter/brawler, come so we can discuss them more or send me a PM.
    I liked the Multiboard idea better for the selection system, i will send you the map with it later today.

    Keep me updated with your work please =\
    We need to talk about the project a bit more.

    Also which model did you find he best suiting for brawler?
    yup.. changing it to dummy.mdx does make it work.

    thanks, but i would send you the campaign for a final check (I would ensure the map are working before sending it to you).

    I was wondering if you could make some spells, as i need about 4-5 spells for 3 hero that are still missing some abilities.
    We should discuss the project further, PM me or tell me when will you be online so we can chat.
    Hi man do u know if i can make the distance between the created units lesser?
    call DestroyEffect(AddSpecialEffect("Abilities\\Spells\\Orc\\FeralSpirit\\feralspiritdone.mdl", casterx + 300 * Cos(2*bj_PI/10 * i), castery + 300 * Sin(2*bj_PI/10 * i)))
    call CreateNUnitsAtLocFacingLocBJ(1,'Hmkg',GetOwningPlayer(GetTriggerUnit()),Location(casterx + 300 * Cos(2*bj_PI/10 * i),castery + 300 * Sin(2*bj_PI/10 * i)) , GetUnitLoc(GetTriggerUnit()))
    there is a strange bug, i use id dumm and the dummy model doesn't work.

    i even import and have everything at pre order as well, whats wrong with it? :=/
    Sorry for leaving the chat so sudden...

    My cable signal got lost and i disconnected, again...
    lol no prob man, no rush. plus it wouldnt take more than a min of your time anyway. But i think i got my answer. Thanks anyway :)
    You have a email?

    I sent you the test map, any idea why music wont work right?
    Just wondering is it just as important to remove the leaks from point, unit groups, and player groups in the initialization trigger as any other trigger that runs during the game? If it leaks Are the leaks in the initialization trigger as damaging and noticeable to the game?
    Reputation (+1):
    (Post) They have such a great base. If only they would work with the people who are having problems and improve the areas suggested
    Could you notice it's a static if? Users can "add a timer" but that means their timer is going to be slightly off from the projectile timer unless each individual user makes additional functionality to detect when the projectile timer is running. Also, since you're calling the method and not a static method, a user will have greater efficiency from using the provided onLoop than from making their own, say, TimerUtils version -- especially if they have multiple structs which extend projectile (which you do and I do).

    Do I have a use for it? Take a look at this baby:


    method onLoop () { PanCameraToTimedWithZ(this.x, this.y, this.z, 0.00); }


    Missile cam == epic. Try it out (obviously with one missile, as this one will only be a method used by cinematic systems)
    Actually, scratch that. Creating a module in vJass works even better, because the module doesn't prevent the struct that implements it from writing to it:

    module vJass
    readonly unit toUnit
    endmodule
    //! zinc
    library Zinc {

    struct new {
    module vJass;
    static method onInit () {
    unit u = thistype(0).toUnit;
    thistype(0).toUnit = null; // syntax good.
    }
    }
    struct old extends new {
    static method onInit () {
    unit u = thistype(0).toUnit;
    thistype(0).toUnit = null; // syntax error
    }
    }
    }
    //! endzinc

    Yeah, I'm going to try my luck making a Zinc version of Projectile again tomorrow.
    Looks like Zinc's back on the menu:

    struct vJass extends array
    readonly unit toUnit
    endstruct
    //! zinc
    library Zinc {
    struct new {
    delegate vJass hack ;
    static method onInit () { unit u = thistype(0).toUnit; }
    }
    }
    //! endzinc


    Turns out Zinc obeys the laws of readonly even though it won't let you declare a readonly, which means all you need to do in that vJass struct is add the method operator toUnit= and the job is done.
    hi berb.. how is the work goes?

    by the way, i would like your opinion about gameplay. What do you think I could implement into my campaign to make it more interesting and unique to the others?
    Lol what a weird issue.. all that time it ended up just being this that would make the game desync other players with the menu open at different times..That was the only issue messing it up.. wtf lol
    Player group issue with triggering player lol..


    Game - Display to (Player group((Triggering player))) for 0.10 seconds the text: Menu Open!


    Thx for all your help anyway though :)
    I couldnt get it to work at all.. not sure why i posted how i used it. Are you talking about the one you put on my message wall? or the one you put on the post i made about this?

    That below is how i did it.
    v
    well, it seems should be done that way if we are planning to have all those spells use the same dummy.
    berb, i forgot to inform you that 1 of the spells in my campaign that use dummy unit was using an sword model.

    do you think you could switch it into effect rather than having the dummy unit as the effect?
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