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Uncle
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  • Please use the Edit button at the bottom of your posts and add text there instead of writing one post after another of yours unless it's an important update.
    Uncle
    Uncle
    Gah, they'll never see the edit though.
    deepstrasz
    deepstrasz
    Notify them :p
    Or revolution to change the rule xD
    • Like
    Reactions: Uncle
    deepstrasz
    deepstrasz
    But honestly, the site code should give notifications when users' posts are replied to even in previous posts editing.
    If only Ralle could do something about it....
    • Like
    Reactions: Uncle
    Hey,

    don't wanna derail GenoHacker's thread. I'm right now writing a tutorial on optimization and I have this section about exactly this topic. Do you think I should remove it?

    "As a GUI user, you have the option to either use JASS or Lua as your scripting language, with JASS being the default. If you switch to Lua, not much will change for you except that upon saving your map, your map script will be transpiled to Lua, which is about 10x faster than JASS. There is the caveat that, if you choose to use external resources, you're restricted to those written in Lua. However, many creators provide both JASS and Lua versions these days or might be willing to provide a Lua translation upon request. You have to make the decision if this increase in performance is worth the downside."
    • Like
    Reactions: maddeem
    Uncle
    Uncle
    I would add something like:

    WARNING: Use with caution, users have experienced mysterious desyncs, especially when using a hybrid GUI/Lua approach. There are maps that rely on Lua such as Assault The Throne, which seem to work most of the time without issues but unfortunately the lack of support from Blizzard means that any problems Lua has will probably never get fixed.
    Antares
    Antares
    That's good, thanks! :psmile:
    hey there uncle i just found a camera system you made (well maybe not a system? but kinda a small system like the one you made) by searching through old posts for a camera check i wanted to do. although i noticed these are not marked as your resources (like the small sound system you made for me which btw is amazing and other systems are not as simple and gui friendly) why not post it?
    oh speaking of that is there a way using that small sound system to make a sound stack a limited ammount of times? (1 to play it a single time or 100 so that it can play in up to 100 instances)
    • Like
    Reactions: maddeem
    Uncle
    Uncle
    Those systems aren't really that impressive and have probably been done before (and better), plus I don't want the hassle of having to manage the resource page and answer questions.

    Anyway, you could use a For Loop to repeat the Sound function multiple times. It's not really necessary to add that functionality in the system itself.

    Unless you mean something else, the use of the word "limited" here is a little confusing.
    Did… did the posts about Blizzard copyright get deleted from that CDR thread? I went to reply and they no longer appear.

    Am I the crazy one here?
    • Haha
    Reactions: deepstrasz
    Uncle
    Uncle
    Yeah, we broke a rule or something. Maybe I wasn't supposed to link that Steam page or maybe it was because it was getting off-topic. The man tryna keep us brothers down.
    Shar Dundred
    Shar Dundred
    They are back now.
    Would be neat to start a thread or paste or something with the latest patch mapping issues/workarounds.
    Any way to place an item on water besides making it shallow?
    I guess I'll have to work with dummy locust units and use a unit withing distance of unit... create an item in the inventory of the hero approaching.
    • Like
    Reactions: maddeem
    Uncle
    Uncle
    After calling SetItemPosition you should try Hiding/Showing the item to see if that "updates" it. Or use the GUI action for moving the item.

    Problem there is it'd probably run the standard "physics" and push it out of the water so it'd defeat the purpose.
    deepstrasz
    deepstrasz
    Showing or Hiding and Showing didn't do anything. I wonder if it's moved somewhere else or something but who knows where since it remains selected and does not if I use the remove item or hide item action (to debug).
    deepstrasz
    deepstrasz
    Since it didn't work, as mentioned above, I did this crappy workaround: Lidless lasagne
    Good evening sir. This is the Spell Book use police. We heard you aren't using any, ever.
    Why is that sir?
    • Like
    Reactions: Pyrogasm
    Uncle
    Uncle
    Because I'm cool. I just meant that I don't know anything about them because I never use them. I know a lot of tricks revolving around them are obsolete now, but they're still useful for getting more command buttons on the command card.
    Hey Uncle! How are you doing? You seem like a Warcraft III genius. I wonder how old are you, and what is your occupation?
    Yo. Any idea why a unit being moved after each 0.1s to a certain point can't also attack? It's weird. If I disable the instant move trigger, the unit can attack.
    deepstrasz
    deepstrasz
    Now I'm trying to make the dummy properly cast from a specific point as it casts from the ground although it's a flying unit, ugh.
    deepstrasz
    deepstrasz
    I guess an alternative for the ground attack would be a dummy unit each 0.05 or so seconds. However, that won't solve the crushing wave/carrion swarm/breath of fire/breath of frost FX being on the ground for another ability I need for the dragon, which is a bit like Diablo's red lightning fire from Diablo II. I need a continuous attack for that which damages in a line. I could potentially create more dummy units at once attacking the ground in various places so that it kind of looks like a line FX but I'm not sure if it makes sense damage wise because if you get between two or more regions where those dummy units attack you'd lose more hit points than if a crushing wave would hit you at a time.
    Or maybe if I edit the FX model and make it to sit higher, that could work but then it's annoying to do that. How do I even measure the proper height to fit the casting unit's? I guess it'd be what I don't like, trial and error.
    Uncle
    Uncle
    How about triggering the "lightning fire" in a way so that you don't need to rely on fast attacks or Dummy's casting existing abilities. It's not too difficult of a concept to periodically check for targets in a line -> Line Segment Enumeration v2.2b (vJass, Lua, GUI)

    You can also fake a line by using many circular "pick every unit within X range" checks offset in front of one another. It's not a perfect line, but if the circles are close enough together than the player will never know the difference.
    I think I need a hashtable for points.
    Trying to do the whole array thing but was thinking I need an array within an array, or a two-dimensional array.
    So each player has 4 points corresponding to 4 different teams.
    then I want to be able to use loops and [variables] in the array slot.
    then there are 12 different players.

    Looking at hashtable settings I don't see point handle as an option.

    Does this make any sense? You are normally good at understanding my nonsense.

    Thank you for any insight you may have!
    • Like
    Reactions: deepstrasz
    Uncle
    Uncle
    Is it set to anything before this? If no, then it's not leaking. If yes, it could be leaking but I'd have to know what it's set to and how it's being handled.
    Gnuoy
    Gnuoy
    it's probably leaking then. this is part of the unit spawn trigger than runs every minute. helps it select a target. added a call removelocation(udg_ran_tar_pt_two) to the start and it still seems to be working. ok thx. sorry to bug ya.

    edit: hmm actually picks target in middle of map.
    Uncle
    Uncle
    Middle of map means the Location was removed and no longer exists. Don't remove it
    if anyone reading this is considering hiring this man for any sort of coding work, do it while you can afford him. Just finished about a month long project and it could not have been smoother or more professionally handled despite me throwing a few curve balls mid play. Clear communication, speedy adjustments, good suggestions on how to improve other stuff and included bonus delivery of simplified tools for me to adjust & expand the system without having to learn to code. just pretty much killed it and made it look easy.
    Awesome. However, there are some issues with the lightning FX going over screen to the north at times especially if the unit is near that part of the screen when attacking and if there's other phoenixes attacking around. Tested on Classic.
    hi guys ,i want to make a map with local game,when i live,i want to play with fans(they can send message in my live room)in wc3 old version i have already complete this game (use io and 3rd system pull live room message)but now i want 2 change the game to new engine(reforget version)i saw some thread like how to use preload to save/load data,when i try it,the load function maybe load at once,That's means when i rewrite date in same file,its allways read a old value. cloud you give me some idea to deal with this problem?(wc3 runtime env how 2 read 3rd system data)many thanks!
    Uncle
    Uncle
    I'm not really knowledgeable on this matter but:
    1) Reforged doesn't use a new game engine.
    2) Preload can only load once per game as far as I understand.
    3) You should make a thread about this in the World Editor Help Zone.
    Hi MR,
    how are you doing, I'm making a tower defense using your template Custom Tower TD, the problem is that I have 4 spawns for 4 players but I want the enemys to spawn even if the players are not connected or no starting the game.
    Oh yes is first time i try make one map,i have so idea on my head for my td ^^
    Uncle
    Uncle
    The system uses a Player Group variable called Users_PG to track the players. You can see in the SETUP Game trigger that it's the very first thing that I do. All you need to do is modify these actions so that all of your desired players get added to the Player Group as well.

    This is important since the system uses Users_PG for handling everything Player related, like spawning units in their base.
    [NR] Nikita
    [NR] Nikita
    i see i go try ty
    Hey man, when you have time and if you want to, please give another look to the shields map and tell me if there's anything more I should improve.
    deepstrasz
    deepstrasz
    Hey. It's me bugging you again, of course. Would you spare one last look at the last uploaded map file (latest/last post) in that thread? I would like to upload it to Spells. Maybe someone will find it useful or could do something with it.
    Have any idea about this?
    deepstrasz
    deepstrasz
    deepstrasz
    deepstrasz
    Also, edited my post here: PATCH 1.35 OUT NOW
    Did you know negative together with positive auras bug?
    Uncle
    Uncle
    The Gem of True Sight is originally from the Diablo 2 Bnet lobby screen where it served absolutely no purpose. It's one of those "not fully implemented" features. Instead of removing it they simply kept it in the game as a joke. The Wc3 devs wanted to continue this joke so they added it to the World Editor. Rumor has it that if you press the gem 69,000,000 times in a row you'll get early access to Warcraft 4.
    Hey, does special FX rendering "leak"? I mean, if you get too many appearing (via triggers) can it slow down the game? I'm testing the shield system with many units and it happens even though the leak cleaning works (e.g. the FX don't remain there; they're destroyed and I assume their points as well). Might the size of FX have something to do with it?
    deepstrasz
    deepstrasz
    Also, I've fooled myself. What I was editing was TEXT order id...
    Uncle
    Uncle
    Every single spell uses every single Cast Event besides Begins Channeling (they might even use that, I'm not 100% sure).

    I believe people used Slow Aura in the past for a Buff. Cloak of Flames sounds like it could work nicely as well.
    deepstrasz
    deepstrasz
    At least, it's good that you can have different buffs from the same spell type.
    • Like
    Reactions: Uncle
    Hey, sorry to bother you again. Is there any way to detect when an aura effect/buff takes effect without using a periodic trigger, and who the aura belongs to?
    Uncle
    Uncle
    I don't think the methods have changed over the years: The mysteries of the Spellbook
    But maybe you can modify it using the Ability Field natives introduced in 1.31.

    Keep in mind that hiding abilities is easily doable now so it's really only useful for the bigger command card.
    deepstrasz
    deepstrasz
    Could you also remove abilities from the spell book; it's not quite clear. So basically for every new ability, you need a new spell book ability, having the same id order as the previous/main, with an ability inside?
    I guess you could potentially work with researches to unlock abilities already inside the hidden spell book. Or just add and hide abilities directly to units if it works with more than 5 or how many unit/hero abilities the object data supports.
    Uncle
    Uncle
    I don't really know how it works but a unit can have as many abilities as you want as far as I know.
    • Like
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    Uncle
    Uncle
    The Skin stuff has always created weird results like missized health bars and selection circles if I recall correctly. I doubt it plays nice with Morph abilities either but that's speculation.

    BlzPauseUnitEx() will Stun a unit instead of Pausing it. So it's like a triggered instant Storm Bolt without the damage/other unnecessary stuff. Note that it uses a counter system, so if you Stun a unit twice in a row you have to UnStun it twice to remove the effect. The counter goes +1 when stunning, -1 when unstunning. This means you could use this to make a unit "stun immune" by keeping the counter below 0 at all times.

    The Pause Unit function basically freezes a unit in time, pausing it's animations, ability to take any actions, and pausing any timers on it (buffs/expiration).
    deepstrasz
    deepstrasz
    For the first, wouldn't that happen because of the original model/unit's selection circle size?

    Thanks a lot!
    Uncle
    Uncle
    I imagine so. No problem.
    We need a tutorial on how to fix this that we can link to people: Call off AI control of units

    I don't know of a comprehensive AI guard position one, do you?
    Uncle
    Uncle
    Nope, I don't know much about AI either besides turning off a unit's Guard Position so it doesn't return home.

    I'm tempted to make an youtube tutorial series one of these days. I can touch on most of these common issues.
    Hey, sorry for another bother. Using 1.35's inbuilt DDS, how would one detect that a certain spell did the damage and not the unit having the spell?
    I assume that for Storm Bolt I could do something like a unit takes damage and then check the damage source (damaging unit) and the target having the storm bolt stun buff? Although that would trigger again after the unit damages the target having the storm bolt buff again.
    Blizzard has no buff. I guess I could make a dummy unit to cast it instead but that would be killer and besides the point.
    deepstrasz
    deepstrasz
    This is creepier than I thought. Thanks a lot for the info.
    deepstrasz
    deepstrasz
    Me again, of course.
    Any sane way to negate unit armour before the damage applies or do we have to calculate the damage based on the damaged unit's armour value and type and the damage source's damage value and attack type?
    Uncle
    Uncle
    Maybe, I know Bribe's Damage Engine has all of this stuff covered already.
    Most don't know but isn't it more mental hurting when you actually know?
    Also, the Damage related conditions/actions are under the Event Response category for some dumb reason, Reforged devs were clueless.
    Holy. Fuck.
    • Wow
    Reactions: deepstrasz
    Pyrogasm
    Pyrogasm
    My god that drives me insane too.
    Pyrogasm
    Pyrogasm
    Also the random periods in the middle of GUI lines because of some inane text-formatting that got added. Just makes me think something is missing or wrong when I see it.
    • (All allies of (Owner of (Killing unit)).)
    • Like
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    Uncle
    Uncle
    What a mess :(
    Hello Uncle.
    I was asking many questions before but your guidance was so good that I no longer feel the need to ask so much. Hope you are doing good!
    I'm still working on my map but there is so much to do! Hopefully I will manage to finish it one day.
    “If you give a man a fish, you feed him for a day. If you teach a man to fish, you feed him for a lifetime.” You definitely taught me how to fish, you are a very good teacher.
    Kind regards, Paragon/hugope.
    Hmm, so, it's Warcraft Moderator Moderator. So, moderating Warcraft moderation. Basically you are an inspector.
    The Triggers police has arrived!
    Any chance you know an efficient way to trigger an aoe cast that favors the highest unit count hit and is closest?
    "Mostunitshit>Closest>Everythingelse."

    Been doing it with a lich casting frost nova but it keeps bugging out.
    Paste of Map i've been toying with so far.
    Devalut
    Devalut
    Did a work around using weights that really ironed out the inconsistencies.
    I'd still love to see your take if you have a more efficient way.
    Uncle
    Uncle
    Sorry, I always seem to miss messages written on my profile. That sounds like a tricky one, I don't think I'd produce anything better than what you already have.
    Devalut
    Devalut
    Its perfectly fine, but if you come across any way to make it more efficient let me know.
    I'm so grateful for your trigger help. Your methods are so elegant. I have several triggers in my map that you helped me with and they all work 100% of the time. You most recently helped me with my parse trigger for wc3stats.com, and after nearly a dozen games, it has parsed every player with 100% accuracy. Thank you so much. I wish I could repay you somehow/someday.
    Congrats! You indeed are the best fit for this position!

    Well, I hope people doesn't start coming at you complaining about their resources moderation though :p
    Uncle
    Uncle
    Thank you, and I think I'm safe from that! I'll just get people complaining that their trigger won't work after we all explain how to fix it 100 times :p
    Daffa
    Daffa
    Which we know is because either they don't specify stuff OR just being generally trying to be a d :D
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