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  1. msongyboi

    Question about WC:R Editor

    How different is it going to be from the current wc3 editor? To be honest, I'm so used to the sc2 editor - it's so much more fluid/modular/powerful/flexible than the current wc3 editor even with NewGen precompiler addons (LUA macros + vJass mainly, the data editor in wc3 is god-awful). I was...
  2. msongyboi

    Templar Justicar

    your models are soooo well animated and modeled so lovely thanks for uploading
  3. msongyboi

    My Heroes of the Storm art Contest Entry

    Thanks for the kind words everyone :> @ Peekay The lightning is diffused, I can make it so there is some hard cast shadow, but mehhh next time. Horizon line is high up and camera is way far back allowing a relatively flat view even for a rather high viewing angle. Just because there is...
  4. msongyboi

    BTNManagloves

    Really nice :>
  5. msongyboi

    Reputation (+1): (Post) THanks for the kind words

    Reputation (+1): (Post) THanks for the kind words
  6. msongyboi

    My Heroes of the Storm art Contest Entry

    My hots art contest entry on deviant art. If you weren't aware, there is an art contest on the deviant art website to promote the new game by blizzard. The objective is to paint a battle between a minimum of 2 of blizzard's characters fighting each other. This has taken me about 3 weeks worth...
  7. msongyboi

    Hiding any button!!! New method, please help me test it!!!

    I will test it later, but uh.. I just realized that the buttons aren't functional if you hide them via this method - that's really limiting.. lol
  8. msongyboi

    [System] Track

    Bea-uti-ful demo and excellent library.
  9. msongyboi

    Hiding any button!!! New method, please help me test it!!!

    I just tried twice on my mac, crashes when I try to select builder units.
  10. msongyboi

    Ruins AOS Terrain Template

    This is beautiful, excellent job.
  11. msongyboi

    Reputation (+1): (Bundle) Beautiful

    Reputation (+1): (Bundle) Beautiful
  12. msongyboi

    Hey sorry again I've been busier than I expected I don't know when I get to it, but I will when...

    Hey sorry again I've been busier than I expected I don't know when I get to it, but I will when I can. Thanks in advance.
  13. msongyboi

    Hey I've been a little busy with life stuff, I'll get to your map by tomorrow okay? Sorry for...

    Hey I've been a little busy with life stuff, I'll get to your map by tomorrow okay? Sorry for the delay. :<
  14. msongyboi

    Okay, I've reuplaoded another map with the vile spirits ability. i will fix everything you've...

    Okay, I've reuplaoded another map with the vile spirits ability. i will fix everything you've mentioned in your post a little later, can you give me some feedback on the second request too?
  15. msongyboi

    Lol sorry you are not making any sense to me, if it's supposed to stop after one bounce - how is...

    Lol sorry you are not making any sense to me, if it's supposed to stop after one bounce - how is it also supposed to infinitely bounce as long as there are valid targets? You need to be crystal clear. Your conditions for bouncing infinitely and stopping after one bounce are the same. Also what...
  16. msongyboi

    I'm working on the first spell, but I need some clarification - is the Necrotic Plague supposed...

    I'm working on the first spell, but I need some clarification - is the Necrotic Plague supposed to end after one bounce unconditionally? If not, your explanation does not make sense logically. The one I have is currently made to bounce infinitely, refresh and increment upon impact until there...
  17. msongyboi

    Excellllenttt we think alike lol. GUi or vjass shouldn't matter at all.. although something you...

    Excellllenttt we think alike lol. GUi or vjass shouldn't matter at all.. although something you should be aware of is that if you have a damage calculation system in your map, You will probably want to have certain sequence for reduction/amplification right? If so, I will make an easily...
  18. msongyboi

    These actually don't seem difficult, but I will be needing a decent DDS, do you care which one I...

    These actually don't seem difficult, but I will be needing a decent DDS, do you care which one I use? I recommend lfh's DDS.
  19. msongyboi

    Thanks uh you can show me now, i'll be brainstorming and stuff lol.

    Thanks uh you can show me now, i'll be brainstorming and stuff lol.
  20. msongyboi

    Magnum Barrage v1.1

    Thanks ^, I've made all recommended changes except using Missile. Well I did actually have a working code with it, but by the time I got it to work properly I had already cleaned up my previous code. THe code length is really not that much of a difference anyways.... Thanks to all for their...
  21. msongyboi

    Boss Ultimates Spellpack V1.02

    Very nice, these are great ideas for spell effects. I'm taking some of them with me.
  22. msongyboi

    Oh, my bad lol I completely misunderstood your system. Will fix it right away. edit: Check...

    Oh, my bad lol I completely misunderstood your system. Will fix it right away. edit: Check pastebin, new variables VarianceCount, DamageVariance, DistanceVariance, and AbilLevelVariance. If varaincecount is greater than 0 every unit affected within distancevariance index missile distance...
  23. msongyboi

    Hey sorry I just finished,,.. but I just realized how useless the system is. The collision...

    Hey sorry I just finished,,.. but I just realized how useless the system is. The collision variance is kinda dumb since all units will be effected with biggest aoe (weakest effects) unless they are in the position in which the missile was initially created... Nonetheless,.. you can still use it...
  24. msongyboi

    Sorry for the late response, uhh I'm not sure if I am, I just have the latest JNGP and cohadar...

    Sorry for the late response, uhh I'm not sure if I am, I just have the latest JNGP and cohadar helper checked on with debug mode.
  25. msongyboi

    Hey sorry I've been a little busy past couple days, but I can get it done by like the weekends...

    Hey sorry I've been a little busy past couple days, but I can get it done by like the weekends or something.
  26. msongyboi

    WEll sometimes that happens, old stuff has like old code or whatever and it might cause it not...

    WEll sometimes that happens, old stuff has like old code or whatever and it might cause it not to work or something. The kind of thing you want will be a little heavy. It's going to require a lot of dummy abilities if you want something that dynamic.
  27. msongyboi

    Hey I just finished the collider system, but uhh just realized it doesn't support knockback...

    Hey I just finished the collider system, but uhh just realized it doesn't support knockback directly. But you can still do it work around it with a little thinking :3 it doesn't require anything on my part. Check the paste bin. The triggers are called ColliderSystem, read all the trigger memo's...
  28. msongyboi

    Seems simple enough given that the applied debuffs are static abilities and not dynamically...

    Seems simple enough given that the applied debuffs are static abilities and not dynamically created. Gimme a bit.
  29. msongyboi

    [System] Polygon

    I haven't used it yet, but this seems extremely useful, creative and awesome. Really good :>.
  30. msongyboi

    Sorry i forgot to link it, but it's at the 4 visitor post too bug edit: it has something to do...

    Sorry i forgot to link it, but it's at the 4 visitor post too bug edit: it has something to do with your oninit method in missilestruct module set Missile__expression[(si__sasdf )]=Condition(( function s__sasdf_MissileStruct__missileIterateP)) // INLINED!! COndition must returns a boolean is...
  31. msongyboi

    Yeah give me a sec I messed some stuf up.. edit: Okay the movements should be smoother, I added...

    Yeah give me a sec I messed some stuf up.. edit: Okay the movements should be smoother, I added a decelerating movement on the drop and lowered the periodic timer. It's running 50 times a second, pretty costly so I would becareful with that. Also the spell now requires dummy unit and also...
  32. msongyboi

    Hey I finished, when you're importing make sure to check the read me in the config - this one...

    Hey I finished, when you're importing make sure to check the read me in the config - this one requires a few other vjass libraries.
  33. msongyboi

    Hey I'm going to make the configurables in GUI, but the code in jass - stuff like this gets...

    Hey I'm going to make the configurables in GUI, but the code in jass - stuff like this gets really sticky trying to code it in GUI.
  34. msongyboi

    Uh I can't promise to finish them, but we'll see - can you show me the requests?

    Uh I can't promise to finish them, but we'll see - can you show me the requests?
  35. msongyboi

    After importing your new missile I'm getting an error. Magnum Bug

    After importing your new missile I'm getting an error. Magnum Bug
  36. msongyboi

    Sorry I made a really dumb assumption, for some reason I thought missile.data referred to its...

    Sorry I made a really dumb assumption, for some reason I thought missile.data referred to its struct instance.. lmao It's by default null right? edit: yup, Okay I get how to do it now derp.. edit2: After importing your new missile I'm getting an error. Magnum Bug
  37. msongyboi

    Hey its no prob, Im sure I finished it all yesterday I think i forgot to tell you though. The...

    Hey its no prob, Im sure I finished it all yesterday I think i forgot to tell you though. The pastebin version is the same but it should work now. Edit: Fixed a problem with it and added PS dot configs.
  38. msongyboi

    Magnum Barrage v1.1

    ^ Thanks for answering chaosy's question. I rewrote this with Missile but it's having a couple problems. If i can't get it to work cleanly, I'll simply address the issues in this thread and resubmit it.
  39. msongyboi

    Hey this is concerning your recent missile system. Is there a way to pass information to the...

    Hey this is concerning your recent missile system. Is there a way to pass information to the struct that implements MissileStruct? I want to make it so on impact, I can check if a unit is an enemy and deal damage. But I don't know how to do that with your Missile. edit: wait, can I do this...
  40. msongyboi

    Magnum Barrage v1.1

    Hahah @bpower, I will use missile, can you drop an onUnitCollideFilter interface in it :> I don't know why I didn't think of that in the first place. I will rewrite it, and document it properly derp.
  41. msongyboi

    Well, I can't say for sure but I think it's because I used a struct outside of a library or...

    Well, I can't say for sure but I think it's because I used a struct outside of a library or scope lol, althought it shouldn't really matter since I didn't encapsulate it or anything.. but here try again.
  42. msongyboi

    uhh whats the error?

    uhh whats the error?
  43. msongyboi

    Hm.. I've never heard of EGUI till today, but um. I just use the leatest version of jngp. I...

    Hm.. I've never heard of EGUI till today, but um. I just use the leatest version of jngp. I actually have on in my paste bin. You can download it from there if you want.
  44. msongyboi

    Hey i fixed all of them and it should be fine and added the new explosion configurables. About...

    Hey i fixed all of them and it should be fine and added the new explosion configurables. About the map crashing, it requires vJass libraries so you need jngp. Other than that, I have no idea why it won't save.
  45. msongyboi

    Yeah i can make those changes. As for the editor crashing, do you not have jngp?

    Yeah i can make those changes. As for the editor crashing, do you not have jngp?
  46. msongyboi

    doh! i'm getting sloppy give me a bit ill fix those lmao

    doh! i'm getting sloppy give me a bit ill fix those lmao
  47. M

    Magnum 1.1v (Warcraft 3 Map)

  48. msongyboi

    Magnum Barrage v1.1 (Map)

    After charging for a moment, release a barrage of missiles to explode at an area. Any units within the way will cause the missile to explode dealing damage to the target and a fraction to enemies within the area. Each level increases cast aoe, cast range, damage, number of missiles, missile...
  49. msongyboi

    Hey its done :> check the paste bin again.

    Hey its done :> check the paste bin again.
  50. msongyboi

    Yes I do agree with you, your method is probably the better and more obvious way of doing it...

    Yes I do agree with you, your method is probably the better and more obvious way of doing it. But I didn't want to recreate the lightning system if a base spell could do it already. Anyways, thanks for the enlightenment.
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