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Diablo III Warcraft Beta v1.19b



This map has been based on the Diablo III Gameplay Video. You may even recognise a few of the in-game events if you've seen it! Please remember that this is a beta version, and may still contain bugs. Anyone can host this online, just let me know if you find any major flaws in the game :)



class_barb.png
class_wd.png
class_wiz.png
class_monk.png



New Classes will be available as Blizzard reveal them :)








Any comments and criticism you guys have is most welcome :)



New Features for this version:

Version 1.19b
- Fixed Major Siegebreaker bug
- Boss ultimates no longer damage themselves
- Fixed minor pathing bug
- Tooltip updates
- A few terrain updates

Version 1.19
- New Class: Monk
- Refined Auto-balancing systems
- A few new items
- Major reterraining
- New hi-res skins by Cycloverid
- New models for various units
- Various Bug Fixes


New Features for this version:

- Several New models and skins
- New Interface
- New Icons
- Several new items
- Full Screen Inventory System
- Auto-balance system (player number dependant)
- Major Terraining updates
- Improved triggering in several areas
- Archivist Cinematic added (Random occurence)
- A few new spells for each class
- Removed Tyrael to make room for extra custom imports.
- New boss abilities
- Custom sounds and music
- Players are now team coloured
- Healing globes heal percentage instead of set amount.
- New events throughout the map
- Now possible to walk back through the entire map
- Several bug fixes from v1.17
- Lots of other small tweaks that ive forgotten about :)




New Features for this version:

- Fixed Camera (By Na_Dann_Ma_GoGo)
- New Hero Picker
- Additional Items
- New Barbarian Fury System
- All items are now class specific
- Increased Caster item drop rates
- Fixed Pathing in several areas



New Features for this version:

- Fixed Hotkeys
- New Terraining for dungeon area
- New SFX and animations for various spells
- Buffed up the bosses some more
- Cleave now lasts 12 seconds instead of 10
- Zombies that spawn after seigebreaker are now removed when tyrael starts (lag reduction)
- Changed light filter to make the game slightly brighter
- Defeat Message now works



New Features for this version:

- New Revive system
- Revives now displayed as lumber, to free 6th slot
- Players can now trade their lives via F11
- resurrected heroes become invulnerable for a few seconds
- Players can resurrect after death if someone trades them a life.

- Revamped Dispatch
- Damage now varies depending on mogrol level
- No longer damages allies
- Can no longer target enemy creeps

- Re-terrained one of the dungeon rooms
- Thousand Pounder has been Redone.
- Fixed Barbarian Walk Speed
- Added new items
- Buffed up the bosses some more



New Features for this version:

- Repick option added
- Revamped the Skeleton King boss
- New Items
- Minor Terrain Updates
- Changed a few unit models
- fixed health drops for various enemies
- Altered item drop rates slightly
- "Dispatch" ability added to Witch Doctor
- Class descriptions in quest menu
- Reduced fog thickness slightly


New Features for this version:

- Fixed bug where skeleton kings summons belong to the wrong player
- Added Gnarled Walkers before SiegeBreaker
- Reterrained final boss arena to look more like the trailer
- Rebalanced several units
- Ghouls during the "murloc" mini boss are now stronger
- Reward for saving Deckard Cain
- A portal is opened after the skeleton king, instead of auto teleport
- 1 new item
- more ghosts in chest trap
- Agility no longer gives increased attack rate
- Cleave ability is now casted instead of permanent
- Buffed up several items
- Fixed a few description typo's
- changed SFX on the portals after killing the siegebreaker


New Features for this version:

- Boney Chest Piece DISBTN Fixed
- New Terrain
- Changed fog colour to better suit the gameplay videos
- Rebalancing of several creeps
- New Model for Thousand Pounder
- Thousand Pounder now casts rage on itself at 4000hp (Faster Attack Rate)
- New Enemy Unit "The Unburied" as seen on the official site
- Skeleton King Inferno has larger area of effect
- Fixed Stamina description
- Lvl 4 Mongrol bug fixed
- Seismic Slam now has some extra sfx


New Features for this version:

- 14 New Items to increase diversity in characters
- All item drops 100% randomised! Different items every time you play :)
- Skeleton king animations fixed (He no longer freezes when casting inferno)
- Skeleton King now drops a reward item
- Extra levels for Witch Doctor spells
- Yet more description typo fixes
- Fixed bug where units fall off of bridges
- Added some new knockback spells to the siegebreaker
- Reduced collision size further to prevent players from blocking eachother
- Now compatible with the standard world editor! Thanks Bartimaeus! :)


New Features for this version:

- Fixed major inventory bug (allowed players to move items into slots that cant hold them)
- Skeleton Kings Inferno spell now deals damage per flame, rather than all at the end
- Fixed the alpha channels on the Wizard skin
- More description fixes (Where do these keep coming from?? o_O)
- Rebalanced a few creeps
- Added some extra damage to bosses

New Features for this version:

- New inventory system [made by myself :D]
- New animation for Seismic slam
- buffed up mogrols
- increased stats of various creeps / bosses
- new SFX on soul harvest
- Fixed hotkeys for newer skills
- Updated a few descriptions
- Tidied up my trigger layout (No more "copy copy copy")

New Features for this version:

- Brand New User Interface
- Fixed gold cost on items
- stat changes for various units
- News command icons

New Features for this version:

- Removed newer unused imports to reduce file size
- Heroes no longer fall off of bridges
- Added some new SFX to various spells
- Updated spell descriptions
- Another new caster item in game
- New preview pic
- updated models
- Fixed pathing for various areas
- Rebalanced several units

New Features for this version:

- Removed Warrior Class. Lets face it, he wasnt really all that good :)
- Added some new caster items
- Minor Terrain Updates
- Fixed stacking bug
- Fixed Thunder Hammer Bug
- Removed in-game minimap (it kinda made it awkward to play)
- Creeps spawn after finishing the chest-trap
- Skeleton and "murloc" style Boss' made harder
- Added a movie trailer to the website!
- New model for zombie casters
- Reduced collision size slightly

New Features for this version:

- New Item Description Format
- Charged items now stack
- Rage system for Barbarian
- 3 New Items
- New Loading Screen
- New Preview Picture
- Minimap Image
- Various unit stat changes
- "Magic Missiles" ability for the Wizard
- Removed a few unused imports

New Features for this version:

- Descriptions have been redone
- Now with auto player dependant difficulty levels
- Altered drop rate of orbs
- Brand new event (Not in the trailer, but it bulks out the gameplay some more)
- VoidWalker miniboss has more dmg
- New Items
- Fixed some typos
- Rebalancing for various creeps
- Lighting effects to help add some colour to the environment
- No longer protected! I'm gonna make it 100% open source as it should be :)

New Features for this version:

- Updated Terrain (More custom doodads, and a much nicer atmosphere!)
- More variety of creeps
- Knockback system for various spells!
- Removed a few custom models to reduce file size
- Replaced the Cave Dragon mini boss with a new one. Lets face it, he looked pants :p
- Health and mana globe drops are now random
- Pulse ability added to the Wizards Time Shield
- Added some in game conversation (e.g. when you meet cain)
- Replaced the "Puppeteer" boss with the Skeleton featured in the wizard trailer
- Typo fixes
- Added some extra events featured in the videos.

New Features for this version:

- Blood no longer cause SFX Leaks
- Randomized Zombie Scaling
- The clock SFX with tyrael actuall dissapears now :D
- Only melee damage cause enemies to bleed
- Terrain Updates! Outside terrain looks more like the official trailer
- Wizard now has the "Time Shield" ability
- Fire Bombs explode on impact
- New SFX on various abilities
- The beginings of some trigger spells
- Deckard Cain now featured in game as an allied NPC
- Now featuring mana globes as well as health!
- New Preview Pic
- Now Protected (PM me if you wish to make a mod)

New Features for this version:

- More blood from damaging your enemies!
- Health Globes are now red instead of orange :)
- New Secret Area
- Witch Doctor has a new ability
- Minor Bug Fixes
- Tyrael as a boss
- Minor Terrain Improvements




References:

Models:

- Xezko
- levigeorge1617
- Archian
- expresso
- Afronight_76
- Vestras
- General Frank
- Cavman
- Midnighters
- FrIkY
- Misha

Skins:

- Mr.Goblin
- Cycloverid

Icons:

- CRAZYRUSSIAN
- Skrik
- Mr. Frank (Spire Inc.)

Other Systems:

- Paladon

logo.png

THIS MAP IS PROTECTED Due to the sheer amount of file-space necessary for all our map, we have optimised it to make the overall file-size as small as possible. This unfortunately makes the map unable to load in the editor. However, you can download a larger unprotected version here

Keywords:
Diablo, Diablo 3, Diablo III, RPG, Role Playing Game, D3W, D3
Contents

Diablo III Warcraft Beta v1.19b (Map)

Reviews
Vengeancekael Date: 2012/Sep/14 21:47:18 [Please do not send me a message, use Staff Contact] Comment: [Approved] This map's rating has been raised to 4/5 from 3/5 due to the addition of the amazing inventory system. The map's main factor would...
Level 30
Joined
Sep 30, 2008
Messages
1,459
I would guess about at maximum 200-300. No more than that. Ask LGHT for a more specific number.

Sounds good to me :) With those changes you suggested, and without the tyrael model, the map size could easily go right down to 3mb, giving you guys plenty of room, and enough space to add the new classes in the future :D

___________________________


also, going back to the new Fury system, its just about finished now :D Ive spent the last few hours getting it to work, and ironing out all the visible bugs :p

I also just discovered a major flaw with the current inventory system too which allows items to be put into any slot lol :) But thank god its being replaced shortly :p
 
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Level 17
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Jun 9, 2007
Messages
2,493
Its because the F***ing n00bs are focusing on the sucky WOW game :S
Seriously! http://www.hiveworkshop.com/forums/group.php?groupid=452 become a member! Cus its ruined everything about Warcraft history and such :S

Wrong. Blizzard is not one single team that works with the game, they have different teams working on different games which means that WoW doesnt make Warcraft 3 to go slower. They still patch Warcraft 3, doesnt that tell you something :p
And dont forget about Starcraft 2 and Diablo 3, that cost alot.

This is not only for you saphiree, this is a message for everyone who think like you.
I want them to make Starcraft 2 insted of working in Warcraft 3, seriusly, i dont understand why some people says "ohhh, damn starcraft 2, make a warcraft 4 insted!". Give them a good reason, the most peoples that says so just play custom games anyway, and whats the different with a warcraft 3 custom game and a starcraft 2 custom game? I have the answer, starcraft 2 can do much, much more.

I would guess about at maximum 200-300. No more than that. Ask LGHT for a more specific number.
To be honest, it takes about 400-500KB becouse of the inventory Texture and the inventory slot texture.
 
Level 19
Joined
Sep 4, 2007
Messages
2,826
I can't wait for new inventory and new wersion xD Good Job CW!

We might be able to release it for v1.18 :cool:
LTGH, good job so far and keep us updated. :thumbs_up:

and the rest of the team :D

Also, ive finally customized the top part of the Interface at last :)

I always wondered why the top felt so weird... Nice upgrade.
 
Last edited:
Level 19
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Sep 4, 2007
Messages
2,826
By the way, in case you want. Send me the map and I'll implant a fixed camera system. Shouldn't take all to long.
However you better test whether there's no permanent lag later.

Edit: So if you want, cent me a pm with a download link or so Cloud.

download the current version and create the so called "fixed camera system" then hand it over to him to judge. Would make life easier for all of us. :D
Use periodic timers to reach down to 0.01 a second.
 
Level 30
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Sep 30, 2008
Messages
1,459
Change to "Required class" then.
And you can trigger the items that gives int so that if unit type does not equal to barbarian, give abillity X and when you drop item, remove abillity X :eek:

BTW, do you have Garena Cloud? :p

Fraid not :D Im still stuck using the northrend server lol :)

and yes! I thought about doing that, but then thats even more effort than just making a list of all the items a hero can pick up xD

gj with the inventory btw :)
 
Level 19
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Sep 4, 2007
Messages
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Fraid not :D Im still stuck using the northrend server lol :)

and yes! I thought about doing that, but then thats even more effort than just making a list of all the items a hero can pick up xD

gj with the inventory btw :)

Items will only take effect once equipped meaning you can decide whatever if the abilities should be added to the spesific wielding class or not.
 
Level 8
Joined
Apr 5, 2008
Messages
367
In my humble opinion... it's doing that rage system for your map is just unnecessary and will barely increase gameplay. Especially since you can spam "stop" while attacking to increase mana a lot. And although that could be avoided by disabling the trigger for 0.2 secs or so...
I don't see a real benefit in that system.
But that's just my opinion. :X
 
Level 30
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Sep 30, 2008
Messages
1,459
In my humble opinion... it's doing that rage system for your map is just unnecessary and will barely increase gameplay. Especially since you can spam "stop" while attacking to increase mana a lot. And although that could be avoided by disabling the trigger for 0.2 secs or so...
I don't see a real benefit in that system.
But that's just my opinion. :X

Ive editted it slightly from the one that was in the map i sent you :D It had bugs in it anyways :S I kinda have to agree that it wont do much :) But its just one of those fine detail things I thought ide include for the hell of it lol


oooh, also, is there a way of setting the camera distance in that camera trigger you gave me? :D I noticed while playing that theres hardly any visibility below the hero which could be a problem when atacking stuff in that visibility area :S If the camera was zoomed a little further out, it would be fixed :D

Just wondering if theres a Jass code for it I could simply copy and paste into the trigger you gave me :)

like:

call SetCameraField(CAMERA_FIELD_DISTANCE_TO_TARGET,1400,1.0)

or something like that :p I dont know enough about Jass to say xD

ty again! The maps looking even more fantastic than before because of your help :)


EDIT: Actually, never mind :D I found the right script on google lol

CAMERA_FIELD_TARGET_DISTANCE :D

I also worked out how im gonna do those cinematics :D If i set the death booleans to true, then the camera wont be locked :O I can just set it back once the cinematics over :D
 
Level 8
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Apr 5, 2008
Messages
367
Uhm I've done a lot testing with these goddamn camera stuff and it was annoying as hell :/

I use "CAMERA_FIELD_ZOFFSET" to define the height. "CAMERA_FIELD_TARGET_DISTANCE" seems to mess up the same way it does, when you lock the camera to a unit.

If you want to stop the whole camera stuff for all players simply put this before you do your own camera actions:
  • Custom script: call DisableTrigger(CamLock)
And this
  • Custom script: call EnableTrigger(CamLock)
if you want to activate the system again.

If you just want to remove the sticked position but keep the rotation and angle of attack do this:
  • Custom script: set DEAD[IND[GetPlayerId(Player(0))]] = true
  • Custom script: set DEAD[IND[GetPlayerId(Player(1))]] = true
  • Custom script: set DEAD[IND[GetPlayerId(Player(2))]] = true
  • Custom script: set DEAD[IND[GetPlayerId(Player(3))]] = true
  • Custom script: set DEAD[IND[GetPlayerId(Player(4))]] = true
  • Custom script: set DEAD[IND[GetPlayerId(Player(5))]] = true
and of course that:

  • Custom script: set DEAD[IND[GetPlayerId(Player(0))]] = false
  • Custom script: set DEAD[IND[GetPlayerId(Player(1))]] = false
  • Custom script: set DEAD[IND[GetPlayerId(Player(2))]] = false
  • Custom script: set DEAD[IND[GetPlayerId(Player(3))]] = false
  • Custom script: set DEAD[IND[GetPlayerId(Player(4))]] = false
  • Custom script: set DEAD[IND[GetPlayerId(Player(5))]] = false
to keep it locked again.

About the visible area below / above the hero. That's the main problem I had and was trying to fix :/
I thought I've got it to a point where it would be working fine (with the last map I send you).
If you could tell me at which placed the problems occur, I'll have a look on it.
Keeping the Cam centered on the hero for different terrain heights seems to be really hard. [Or there's an easy solution I dunno yet^^]
 
Level 17
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Jun 9, 2007
Messages
2,493
I dont know if im the first one here but i have constantly checked blizzard.com the entire day for the april fools. And they are finally here.
I present you the new diablo 3 character... Archivist!!!
He use paper to kill units and he throws quest logs on enemies so that they get a ! over the head and explodes. and he can "shush!!" people to the death.
Diablo III - Archivist
They really worked hard.
Maybe add him CloudWolf? =D Just like an bonus character, it would be fun :)

Here is something off-topic but the Starcraft 2 april joke is the best joke blizzard have ever made. I think they putted ALOT of effort into this one... Let me present you.. THE TERRATRON! http://www.starcraft2.com/features/terran/terratron.xml

But i like the WoW joke the most since it is awesome. I even want them to add it ingame. They are talking on the blizz forum that one of them can be real, but that can also be a fool. If one is real, it has to be this one since the D3 one is not seriuse and the SC2 unit is to strong to actually be ingame, maybe a boss tough. Here it is... THE DANCING SYSTEM http://www.worldofwarcraft.com/pvp/dance/index.xml

--------------------------

I checked BlizzCast, and i just saw that they still have a badass skill tree, i hope they reveal what all of them does in the near future, atleast a few of them so that we can make our own skill tree :-]
 
Level 5
Joined
Jul 24, 2007
Messages
199
This is an artwork map rather than an RPG map, but it's still very nice made and it's really very similar to the Diablo III trailer. However, as a player, I'd say there should be cooldown indicators on the items with active abilities displayed (set the active ability to be the first in the ability list of an item).
 
Level 30
Joined
Sep 30, 2008
Messages
1,459
Just a quick update! The following features are now 100% complete for 1.17:

- Fixed Camera (Just like the real Diablo!) Thanks to Na_Dann_Ma_GoGo
- New Barbarian Fury System
- Class specific Items

Theres several other minor updates such as new creeps and items, but I'll keep that sort of info for the main thread :)

This is an artwork map rather than an RPG map, but it's still very nice made and it's really very similar to the Diablo III trailer. However, as a player, I'd say there should be cooldown indicators on the items with active abilities displayed (set the active ability to be the first in the ability list of an item).

Oh wow xD I always wondered how to fix the cooldowns lol :) Ty for the help!

{EDIT}
Version 1.17 has arrived!

New Features for this version:

- Fixed Camera (By Na_Dann_Ma_GoGo)
- New Hero Picker
- Additional Items
- New Barbarian Fury System
- All items are now class specific
- Increased Caster item drop rates
- Fixed Pathing in several areas



_________________________________________


In other news, I just received some new spells from The_Silent :D So I'll be adding some new skills as of 1.18 :p

Also, im afraid im going to be on a skiiing holiday for the next week and a bit, so the next update might take a while :) However! Hopefully the extra time will give the inventory squad a chance to finish their stuff :)
 
Last edited by a moderator:
Level 17
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Jun 9, 2007
Messages
2,493
Baah, and i tought it would be the perfect week to spend my time talking with you about that map, but i was wrong.

You should get Garena m8, its lag-free, my RL friends can all play at the same time, in the same game, with the same CD-Key, since you play trough Local Network and not battle.net.
One more thing i like is that i can just go to Wc3 > Europe > Sweden DotA to play with people from my own country =)
 

Rui

Rui

Level 41
Joined
Jan 7, 2005
Messages
7,551
Oh god... over 1.000 comments! :eek: I was expecting most of it to be spam, but I guess the majority of these comments are acceptable, even though it'd be best to keep all this in a Map Development forum thread.

I'm posting to say I'm considering giving this map a new review, since the previous was, as mentioned in the moderator comment, kinda hasty. I'm sure the rating can raise a bit!

P.S. – This trailer wasn't here, was it? Good job on it!

~Thread cleaned (6 posts deleted)
 
Level 2
Joined
Apr 23, 2008
Messages
25
Ifeel like the Witch Doctor was favored with this new update.previously,both Wizards and WDs could use the Dream Chaser,one of the best INT items of this map(if not the best),but now it's limited to WDs...

and I've never been a fixed camera fan,but i can deal with that ^^
 
Level 19
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Sep 4, 2007
Messages
2,826
Oh god... over 1.000 comments! :eek: I was expecting most of it to be spam, but I guess the majority of these comments are acceptable, even though it'd be best to keep all this in a Map Development forum thread.

I'm posting to say I'm considering giving this map a new review, since the previous was, as mentioned in the moderator comment, kinda hasty. I'm sure the rating can raise a bit!

P.S. – This trailer wasn't here, was it? Good job on it!

~Thread cleaned (6 posts deleted)

Rui, could you please wait until LTGH and I are done with the inventory system? It's going to be awesome! :D

LTGH, done any progress on the inventory system?
 
Level 17
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Jun 9, 2007
Messages
2,493
Rui, could you please wait until LTGH and I are done with the inventory system? It's going to be awesome! :D

LTGH, done any progress on the inventory system?

Im trying to do any progress BUT i still get problems when trying to make the move detecting. I would love you if you could fix that.
Thats all we need to fix and then i can complete everything.

over 1.000 comments!
I think we will have to get our own forum soon. Its hard to keep all the comments here and it is an entire mess. And we are just getting more & more comments.
But damn, about 1/3 of the comments is mine >.<
 
Level 19
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Sep 4, 2007
Messages
2,826
Im trying to do any progress BUT i still get problems when trying to make the move detecting. I would love you if you could fix that.
Thats all we need to fix and then i can complete everything.
By move you mean setting it to empty right? Just send me the map and I'll try to fix it soon enough.
I think we will have to get our own forum soon. Its hard to keep all the comments here and it is an entire mess. And we are just getting more & more comments.
But damn, about 1/3 of the comments is mine >.<
Get the project hosted. You guys will get your own subforum inside Hive. I wouldn't recommend getting a forum outside Hive because they usually fail.
 
Level 17
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Jun 9, 2007
Messages
2,493
By move you mean setting it to empty right? Just send me the map and I'll try to fix it soon enough.

Get the project hosted. You guys will get your own subforum inside Hive. I wouldn't recommend getting a forum outside Hive because they usually fail.

CloudWolf have already asked for one but they said that they wont host any projects until Starcraft 2 or something like that. and that is a LONG, LONG time.
Maybe ask ralle directly, he can give us a stright answer i think.

I send you the map when i get home from school tommorow, now i have to sleep & im on wrong computer.
 
Level 2
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Apr 23, 2008
Messages
25
Cloud,what spell did you get from The_Silent ??do they include Desintegrate ??because that spell looks awesome.

also,about the WD's Soul Harvest,shouldn't it work completely different from how it does now ??I mean,as far as i know,it should deal damage to all enemy units around the WD,not be a targeted spell.Of course,I'm assuming that such spell can be created,but it should be possible,since it is a small AOE damage spell,kinda like War Stomp.
 
Level 19
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2,826
CloudWolf have already asked for one but they said that they wont host any projects until Starcraft 2 or something like that. and that is a LONG, LONG time.
Maybe ask ralle directly, he can give us a stright answer i think.

I send you the map when i get home from school tommorow, now i have to sleep & im on wrong computer.

Alright then. Try ask Ralle directly.
 
Level 17
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Jun 9, 2007
Messages
2,493
Guy, guys... The Archivist might be real, they talked about it on the forums they said that one of the updates might be real. They even updated their main page on diablo3.com and starcraft2.com. And they did the main page updates on the 2nd april. Just think for a while. It can be real, right?
I can be wrong, but according to the faqs that they updated it the 2nd april, it cant be an april fool.

EDIT: Its now confirmed that it was a joke on Blizzard.com. I tought it was a joke myself but why did they keep updating on the 2nd april? wierd..

I still think that we should add him to the map as a "joker card", the only problem is that 3 mages is to much. :S

I hope they keep Terra-tron for starcraft 2 but not as a playable unit, but like a boss in campaign for example or just as a cinematic unit in the Terran campaign. Atleast keep him in the game so we can use him for our own maps =D

And why didnt they add the dancing system in WoW, it would be fun xD lol. I mean, it is something new and unique (atleast for me).

__________________

Redmarine, now when i think of it, what am i suppost to send you? I just have to version you sended me. :eek:

BTW, do you have Garena? If not, i can invite you to the site if you want.
__________________

CloudWolf, as you know im using Garena and i checked the map supporting thread on the forums.
This is what you have to do:
1) Interested map authors is required to email Garena at [email protected] with the title as “Map Support Application - *Map Name*”, as well as attach the map in the email for the team to evaluate and test. In the email, please include a brief description and other facts about the maps (e.g. Suggested number of players, genre, and etc).
2) Garena would also require map authors to include the Garena Logo in the map’s loading page/screen with a statement wrapping around the logo (either above or below the logo) stating “Recommended Gaming Platform – www.Garena.com”
And this is what we get for supporting them:
Maps supported by Garena will enjoy the following benefits
( NOTE: Benefits will be granted upon request by map author and approval from Warcraft III Community Administrator of Garena):
1) Dedicated Map Page under Garena’s Map Portal at http://www.garena.com/maps.
2) Dedicated Forum Page under Garena Community Forums at http://www.garena.com/forum.
3) Room(s)/Channel(s) named after the “Map” in Garena Platform
4) Tournaments support (Prize, other promotions) from Garena for events hosted related to the map.
5) FREE Premium Membership to Map Authors who has their map supported by Garena.
6) Direct EXPOSURE to over 6.5 MILLION gamers !
Quoted from http://www.garena.com/forum/viewthread.php?tid=122749&extra=page=1

So what do you think? Supported by Garena would be huge.
 
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Level 13
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Mar 23, 2008
Messages
1,214
I havent played this yet, and i dont think im gonna play until the new inventory system comes.

And yes, we cant wait! XD Its rly c00l that its actually possible to make such nice stuff in WE. I mean... why get unlimited when it already is....?
 
Level 19
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Sep 4, 2007
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Becouse unlimited give GUI users to have acces to JAS stuff. But w/e, i dont use JAS in my inventory system ;)
It will be done till next version if it doesnt appear any problems on our way.

I'm running into some complications because I'm not sure what everything is. What variable do you use to store the previously clicked inventory slot and it's value(E.g. id)?
 
Level 17
Joined
Jun 9, 2007
Messages
2,493
I'm running into some complications because I'm not sure what everything is. What variable do you use to store the previously clicked inventory slot and it's value(E.g. id)?

That is a damn good question, i think i have it in a previouse PM, i go and check. I dont have wc3 right now you know.
  • [Inventory_Selected_Slot[(Player number of (Triggering player))]
That is the one. You do not need to use +19 on that one.
+19 is only used in the pick-up specefic variables.
Here is the slot IDs if you wonder how it works.
I wonder what i was thinking when i placed them xD
And yes, i forgot 30 so the picture is incorrect. But that is logical.
InventorySlotIDs.jpg


I have 666 THE NUMBER OF THE BEAST, posts.
 
Level 1
Joined
Nov 8, 2008
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Freaking Awesome

This is amazing! 10/5 for gameplay!
Btw how did you get det hige ground? Like on the trailer...looks great.
And where did you get all the models? Not everyone looks like their from hive?!
Rated 5/5
 
Level 19
Joined
Sep 4, 2007
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2,826
That is a damn good question, i think i have it in a previouse PM, i go and check. I dont have wc3 right now you know.
  • [Inventory_Selected_Slot[(Player number of (Triggering player))]
That is the one. You do not need to use +19 on that one.
+19 is only used in the pick-up specefic variables.
Here is the slot IDs if you wonder how it works.
I wonder what i was thinking when i placed them xD
And yes, i forgot 30 so the picture is incorrect. But that is logical.
InventorySlotIDs.jpg


I have 666 THE NUMBER OF THE BEAST, posts.

Alright but next time you want to create a boolean try to avoid using integer value 0-1. It's rather confusing. Anyway what value is true 0 or 1?
  • Inventory_Selected_True_False[(Player number of (Triggering player))] Equal to 0
The reason why I can avoid using +19 is because I can instead use Custom Value of unit. This variable actually stores the selected unit's value.
  • [Inventory_Selected_Slot[(Player number of (Triggering player))]
I hope I can solve it today.
 
Level 17
Joined
Jun 9, 2007
Messages
2,493
Alright but next time you want to create a boolean try to avoid using integer value 0-1. It's rather confusing. Anyway what value is true 0 or 1?
  • Inventory_Selected_True_False[(Player number of (Triggering player))] Equal to 0
The reason why I can avoid using +19 is because I can instead use Custom Value of unit. This variable actually stores the selected unit's value.
  • [Inventory_Selected_Slot[(Player number of (Triggering player))]
I hope I can solve it today.

True is allways 1 False is allways 0. I was to lazy to use Boolean, idk why i did it.
 
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