• 💀 Happy Halloween! 💀 It's time to vote for the best terrain! Check out the entries to Hive's HD Terrain Contest #2 - Vampire Folklore.❗️Poll closes on November 14, 2023. 🔗Click here to cast your vote!
  • 🏆 Texturing Contest #33 is OPEN! Contestants must re-texture a SD unit model found in-game (Warcraft 3 Classic), recreating the unit into a peaceful NPC version. 🔗Click here to enter!
  • 🏆 HD Level Design Contest #1 is OPEN! Contestants must create a maze with at least one entry point, and at least one exit point. The map should be made in HD mode, and should not be openable in SD. Only custom models from Hive's HD model and texture sections are allowed. The only exceptions are DNC models and omnilights. This is mainly a visual and design oriented contest, not technical. The UI and video walkthrough rules are there to give everyone an equal shot at victory by standardizing how viewers see the terrain. 🔗Click here to enter!


  1. loktar

    [Solved] Weird R2I() behaviour

    Could someone explain this to me? set udg_PatrolSystemState = 1.1 call BJDebugMsg(R2S(udg_PatrolSystemState)) // 1.100 set udg_PatrolSystemState = udg_PatrolSystemState-0.1 call BJDebugMsg(R2S(udg_PatrolSystemState*10)) // 10.000 call...
  2. Lake

    [Solved] Damage Detection [WURST]

    I'm getting some "interesting" results, when I make use of the GetEventDamage() together with the pretty cool damage libraries in Wurst. The problem seems to be that the DamageTypes library, sometimes makes extra damage calls, which are also being registered by the DamageDetection. It results...