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Bloodbath
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    (Post) thanks for sharing with us.
    blood
    bath
    5557
    :cgrin:
    Man I am glad to see you! I did not forget about you.
    Yeah, I am also finishing damn university, few exams left.. Currently I have small holiday from it.
    I am glad that you will sign university too.
    Also, all best in life too.
    And please, join here once in while to talk with me
    lol fak.

    i haven't touch wc3 for a long time n wont be doing so again, sorry for the late reply :(
    Reputation (+2):
    (Post) Very pedagogical approach. We need more answers like this one; with real effort put in based on understanding of how the learning process actually works in practice.
    Here: http://www.hiveworkshop.com/forums/pastebin.php?id=05ow02

    If you add more spells create more dummy units in object editor and add them to shops just as I did.
    Then in Init trigger you have to set the dummy uType, and the ability you want to get for it, then the custom script follows. (dont change the custom script)

    No need to touch the Buy Dummy Unit trigger.

    You can modify the event for removing all abilities from hero to your needs. At the moment if you type "remove" it removes them all. You might want change it + check for wood.

    Greetings! :csmile:
    to add an ability you need to make a dummy unit to represent it (that's going to be the unit you buy to represent picking ability) you make a spellbook ability and an engineering upgrade ability and 5 clones of the actual ability that's going to be used (so you can have q w e r t hotkeys, only need one if it's a passive).

    Then you just add them all to the hashtable in the "init category and ability dummy" trigger.

    Don't forget that you need to use this "( i*11 + j ) * 5 ) + a" to link the dummy unit and abilities together.

    -------- variable "i" goes from 0 to 10 --------
    Set cusDummyCate[0] = No target abilities tab (dummy unit)
    Set cusDummyCate[1] = Summon abilities tab (dummy unit)
    Set cusDummyCate[2] = Passive abilities tab (dummy unit)
    Set cusDummyCate[3] = Target point AoE abilities tab (dummy unit)
    Set cusDummyCate[4] = Target point cone & projectile abilities tab (dummy unit)
    Set cusDummyCate[5] = PBAoE abilities tab (dummy unit)
    Set cusDummyCate[6] = Single target abilities tab (dummy unit)
    ETC...
    Set cusDummyCate[10] = Some category for abilities tab (dummy unit)
    -------- variable "j" goes from 0 to 10 --------
    Set cusDummyAbil[( ( i*11 ) + j )] = AbilityName (dummyUnit)
    Set cusAbil_spBo[( ( i*11 ) + j )] = AbilityName (Spellbook 1-5)
    Set cusAbil_enUp[( ( i*11 ) + j )] = AbilityName (Engineering 1-5)
    -------- ------------------------------- --------
    -------- variable "a" goes from 0 to 4 --------
    -------- ------------------------------- --------
    Set cusAbil_abil[( ( ( i*11 ) + j ) * 5 ) + a] = AbilityName (slot 1)
    Set cusAbil_abil[( ( ( i*11 ) + j ) * 5 ) + a] = AbilityName (slot 2)
    Set cusAbil_abil[( ( ( i*11 ) + j ) * 5 ) + a] = AbilityName (slot 3)
    Set cusAbil_abil[( ( ( i*11 ) + j ) * 5 ) + a] = AbilityName (slot 4)
    Set cusAbil_abil[( ( ( i*11 ) + j ) * 5 ) + a] = AbilityName (slot 5)


    So if you have Set cusDummyAbil[35] = AbilityName (dummyUnit) for example then you take 35 * 5 + a = 175 + a

    Set cusAbil_abil[175 + 0 = 175] = AbilityName (slot 1)
    Set cusAbil_abil[175 + 1 = 176] = AbilityName (slot 2)
    ETC
    Set cusAbil_abil[175 + 4 = 179] = AbilityName (slot 5)
    No, they're the same. (that's the reason i took two different heroes just to show that) All you have to do is give them "Ability slot 1/2/3/4/5/" and they will be replaced in the same order you pick abilities. So if an ability replaces Ability slot 3 then it will have the hotkey E.

    This means you have to make 5 clones of the same ability unless it's a passive though, so keep that in mind
    Link to the base of the learnable custom hero ability system: http://www.hiveworkshop.com/forums/pastebin_data/bptd15/_files/Custom%20Hero%20Abilities%20test%20map.w3x

    As it is it will add one level of the ability picked and make the ability learnable like how hero skills normally are learned.

    There isn't anything that checks if an ability is supposed to be an ultimate, this would be pretty simple to change, if you want.

    If there's anything you can just send me a VM or PM.

    Edit: oh ok, well the map is still there if you want to take a look. :3
    Hello, I see IcemanBo sent you my way. You're in luck, he just helped me out with making the ground work for quite a bit more advanced Custom Hero Ability system just last week :D
    Yes, make a copy of your map. Then minimize the copy to the minimal needs, that I can test it. Remove all not needed objects/units/imports and also shrink the map size. :)
    Happy Birthday!



    <span style="font-size: 12px">Here is a cake.</span>

    . . . . , . ., . ., . ,. . . . .
    . . .__|__|__|__|__ . . .
    . . .|~~::~~~::~~| . . .
    . . .|~!!~~~~~!!~| . . .
    . . .|<(><)><(><)>| . . .
    . . .|}{}{}{}{}{}{| . . .
    _____________________
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