- Joined
- May 31, 2009
- Messages
- 439
Well this is not really a thread about the development of the map, but more of a chatroom, and here and there you'll see the actual topic
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Shh, Rui might come back for another round. :OWell this is not really a thread about the development of the map, but more of a chatroom, and here and there you'll see the actual topic
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Me also.Some days without progress are no reason to call a project dead. I'm working on another map for 5 years now. xD
No problem.MeOme, i will send you the map when im back from school because i got to go now. Sorry for the late answer.
I use JNGP too. (Working on my own 440x440 Orpg with currently 20k doodads would be quite hard otherwise )
WC3 --> Single Player --> Custom Game --> Dalanar RPG v0.26 --> Start Game --> nothing happens
Local Area Network --> Create Game --> Dalanar RPG v0.26 --> Create Game --> nothing happens
I even tried to host it in Battle.net, but it said "Game not found".
I'm the motivator.PS: To everyone: Don't get demotivated by my talk about the amount of unfinished things. I'll try my best to fix the stuff I find.
- Starting with the ogres, nothing happens when you kill a boss.
- When you leave a 13-24 dungeon, you are returned to the 1-12 portal room... a bit annoying.
- Have to fix the bug where you leave a dungeon and can't reenter because it thinks you are still in there.
I can use text macrovJass, eh? Why did you use vJass for something that can easily be done in GUI? xD
I didn't do the respawns.btw, one thing I forgot to mention:
- In the smaller dungeons, if you are fast enough, you can get to the boss again before he respawns. If you're really fast even before the enemies respawn. Maybe we should make it so that a dungeon is reset after all players have left it?
What are text macros?
The respawn triggers are guite easy to understand, the question is more "what would be the best way to respawn enemies for this kind of map?". I think a dungeon should be resetted when all players leave it.
Did anyone get Rick-Rolled by my signature yet?
Well... I have a dungeon system in my map that is quite similar to the way this one works, and I think it has less lines in GUI than your system has in vJass... But if you prefer vJass, that's your choice of course.Yeah, as what Aesthetics said.
I can add in 1 line of text and create 10 or more lines at will.
Imagine 20 stages of the same thing, except the stage name, portal name etc.)
What if you had to change a small thing in each of everyone of them.
See above. ^So... How's the Map comming along?
The only problematic spell from another triggerer I found is Naitsirk's Frost Bolt. (leak-remove + wait = bad idea I think)
Well, you set a point- and unitgroup-variable, then use a wait, and then remove the leaks. This will leak for 2 reasons.hmm...
I can't remember the Triggers in that spell.... Well Fix it as mutch as you'd like...
Well, you set a point- and unitgroup-variable, then use a wait, and then remove the leaks. This will leak for 2 reasons.
1) Blizzard messed their code up a bit with patch 1.23. You have to remove leaks without waits and in the same trigger, or they will still leak a bit.
2) The variables can be overwritten in the wait-time by another hero using Frost Bolt. The leaks wouldn't be removed then.
So yeah, I'll try to fix that. What about I just remove that wait? it's only 0.1 seconds anyway.
- Any particular reason why the max hero level is 71? ^^
The archer still has 600... I just increased the others because less then 400 looks strange. I can make them have different ranges (just tell me which), but it shouldn't be less than 350 I think.Also, the range of the ranged heroes shouldnt be the same (most of them), as a spellcaster has less range than a ranger.
The archer still has 600... I just increased the others because less then 400 looks strange. I can make them have different ranges (just tell me which), but it shouldn't be less than 350 I think.