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Pinzu
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  • I have added some functionality to the HashTable portion of Table based on your recommendation a year or two ago. If you still have use for it, you can find it in the latest post in the thread (as it is a preview at the moment).
    Reputation (+2):
    (Post) A welcome suggestion! Thanks for thinking of a purpose for what the snippet can do.
    You should really put more effort in providing precise demo code in help threads. ^^ Like in your previous thread, not related map things and code logics just make the process for us others so much slower and harder.. :) And when isolating the problem, you often can find the bug easier yourself, too.
    IcemanBo
    IcemanBo
    What I mean is, when posting a demo map:

    - make a copy of original map
    - remove all triggers and data that are not related to your problem

    So when testing the issue with unit indexer, the helper should not see any other code of your map that could slow down the analyse, if possible. As then, I need to be aware of all codes as well, to make sure they don't interfare somehow.
    IcemanBo
    IcemanBo
    Hope you don't take it personally, as I saw you removed the thread content.
    Pinzu
    Pinzu
    I don't, just switched indexer to save myself the trouble ^^
    Greetings, Pinzu. I would like to request your permission to upload some of my footage using your Unit Naming System. :)
    Pinzu
    Pinzu
    Go right ahead, I'm only glad if it came to use, though I demand to see it! D:

    Hehe, not like this, not like this... ^^
    Yo I had issues getting your farm land generator working. Also I'd like to expand on that system via spawning destructible crops. This would tie in perfectly with a custom resource system based off of destructibles that is being developed for my map. Or if you can just help me get that system working, I'd really appreciate it + map credits.

    And did you get that wall system working? I managed to implement the original construction/wall system from massivemaster's map onto my new medieval map.
    However, I'm having some trouble with built ladders and the ladder carrier's ability - are you well versed with that map's triggers and possibly know how to fix it?
    Or I can send you the map and you can do some troubleshooting if you're generous enough to help me. Its cool if you're busy or not interested, peace.
    Pinzu
    Pinzu
    Can't do anything warcraft related until middle of june. As for the castle map, the reason I made it from scratch was beacue I wasn't well versed. ^^

    Out of curiosity I could look at what you've made, but not sure I would touch anything.
    UmbraUnda
    UmbraUnda
    Aw alright - perfect timing tho, thats right after my vacation.
    Maybe we can work on something later in June
    Yo! So glad you're finishing the project. I also recently began finishing my project since I have so much free time these Holidays. Soon, I'll post all my work in the Map Development forum.

    Unfortunately - I can't find the files. Do you remember what they were called? I'm sure they're somewhere in my downloads folder...
    Reputation (+1):
    (Post) Figured out the last thing I needed for a unit indexer from this - thanks!
    If you should be up for a game of WD, i am hosting it right now. You can find the game name at MMH.
    Yes, i have a system which is really neat! Basically, it is an array struct where the player index is the struct ID. Whenever i add buttons to the dialog, i also attach a button ID to it, which i have saved as constants (for instance BTN_YES = 15, BTN_NO = 16, etc). I also have a method for registering triggers to button IDs by saving them in a hashtable using the ID as key. Whenever a button is pressed, it attempts to load a trigger from the hashtable using the button ID and execute it. It also stores important data such as the triggering player etc. It's a bit hard to explain, but you can have a look at the system here. It's a bit hackmeat since i've been adding stuff bit by bit, but it works fine in my map.
    Yeah, i fixed the debts (at least i think so). I also increased the interval at which the sunken city spawns, you can check out my WIP changelog here. The AI is disabled for multiplayer, or are you talking about single player?
    Wow Pinzu, you're actually right! There was a misplaced line for when you upgrade wealth on a capped city which causes a desync. Nice catch! I will upload a new version ASAP with this fixed. Keep looking for sources of desync!
    Yes, sorry i could not respond - just use an agent to throw a viral canister, or use the canister ability of the artillery. Note that you can infect your own units aswell, and sacrifice them to make the infection take hold.
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