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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 4
Joined
Feb 18, 2009
Messages
54
really great job! Godlike!
but it is just really hard to play alone :(
lol, 4.5/5 because dont have enought spells. When at the desert, we dont get anything more, but better items. And spell upgrades. should make more spells.

maibe you should use a spellbook, and with trigger, boost it up when you get a lvl, a dialogue button appear and then you choose what spells you want, and after appearing in your spellbook.

and make spellbook as an abilyty

Mnadeau1992
 
Level 17
Joined
Jun 9, 2007
Messages
2,493
really great job! Godlike!
but it is just really hard to play alone :(
lol, 4.5/5 because dont have enought spells. When at the desert, we dont get anything more, but better items. And spell upgrades. should make more spells.

maibe you should use a spellbook, and with trigger, boost it up when you get a lvl, a dialogue button appear and then you choose what spells you want, and after appearing in your spellbook.

and make spellbook as an abilyty

Mnadeau1992

When you think of it, this is suppost to be Diablo 3. And they doesnt show off so many spells, so we cant do so much about that :/

BTW, there is like 1000's of members with exactly that avatar.. People really is original nowdays.
 
Level 13
Joined
Mar 23, 2008
Messages
1,214
"Normal"
"Nightmare"
"Hell"
:grin: I hope so :)

That would be damn Diabloish, and i would really like one like that :D But as i understood, its going to be based on how many players in the game.
Maybe you could do something like when its 1-2 players it show "normal" as a text message. When its 3-4 players it show "hell", and when 5-6 it shows "nightmare" :D
That would be freakin' awesome :D
 
Level 9
Joined
Jun 1, 2008
Messages
180
Now this is something awesome!
Terrain is simply amazing... Gameplay is really fun too, I just got blue screens every time I played it (well that's PC's fault).
There was something I wanted to ask you about the terrain: how the hell can I make my "cliffs" like yours? I mean... You're not using the "Increase" tool when you're doing it, but it's still really really high. Guess it is the "Raise" tool, I just have no idea how to make it like that (althouth I've seen this already in more maps, might be easy to make too)! Could you please help me? Sorry to bother you with this / thanks in advance!
 
Level 13
Joined
Mar 23, 2008
Messages
1,214
Now this is something awesome!
Terrain is simply amazing... Gameplay is really fun too, I just got blue screens every time I played it (well that's PC's fault).
There was something I wanted to ask you about the terrain: how the hell can I make my "cliffs" like yours? I mean... You're not using the "Increase" tool when you're doing it, but it's still really really high. Guess it is the "Raise" tool, I just have no idea how to make it like that (althouth I've seen this already in more maps, might be easy to make too)! Could you please help me? Sorry to bother you with this / thanks in advance!

Cw use a tool named JassNewGen i think. I dont really know how to get this tool, or HOW good it is. But i think you should ONLY use it for terrain, as many custom WE programs temp to crash now and then, and no of them has some really good triggers. So only use it for terrain. Sorry for Off-Topic.
 
Level 19
Joined
Sep 4, 2007
Messages
2,826
Cw use a tool named JassNewGen i think. I dont really know how to get this tool, or HOW good it is. But i think you should ONLY use it for terrain, as many custom WE programs temp to crash now and then, and no of them has some really good triggers. So only use it for terrain. Sorry for Off-Topic.

It's not that off-topic considering that it is a really important part of the map's development.

Anyway, JassNewGen is a powerful modding tool that dramatically extends the usability and reliability of the World Editor.

Saphiree, the one you're referring to is called World Editor Unlimited. This tool is not recommended for anything else than terraining and I'm SERIOUS! World Editor Unlimited is deadly for maps because of its bugs.
 
Level 4
Joined
Feb 18, 2009
Messages
54
BTW, there is like 1000's of members with exactly that avatar.. People really is original nowdays.

you are just out of the trac, this avatar is the best ever, i almost jacked on it... (i was on the mood of the times...)

and also, i was really amazd on the terrain, i agree with you mister xxxxxx (dont know the name) I was really suprised too.

edit, mr hunalexnl
 
Last edited:
Level 17
Joined
Sep 2, 2005
Messages
1,029
OK Guys. I've been working on the XP system, and im stuck on the same (quite major) problem.

When I use my script to count the number of players in the game, it always comes back 6. the script I'm using looks like it should be working, but it clearly isn't. due to it always coming back 6, none of my other scripts will trigger because they all fail their conditions.

So I need a reliable way to count the players, which does not count empty slots, and preferably does not count dead players.

Suggestions?
 
Level 19
Joined
Sep 4, 2007
Messages
2,826
OK Guys. I've been working on the XP system, and im stuck on the same (quite major) problem.

When I use my script to count the number of players in the game, it always comes back 6. the script I'm using looks like it should be working, but it clearly isn't. due to it always coming back 6, none of my other scripts will trigger because they all fail their conditions.

So I need a reliable way to count the players, which does not count empty slots, and preferably does not count dead players.

Suggestions?

Basically make a loop 1-6 which checks if a player is a user. Each time this statement is true(a user is playing) you will increase an integer variable by 1(it's initial value is 0). Once this loop has been completed 6 times you'll get the number of players in the integer variable.

Hopefully this is helpful.
 
Level 19
Joined
Sep 4, 2007
Messages
2,826
Nope, thats what I'm doing now. It keeps returning a 6 no matter what. Also, i cant find that camera fix to incorporate it.

Instead of trying to using 'status condition'
  • ((Player((Integer A))) controller) Equal to User
Use this one instead
  • ((Player((Integer A))) slot status) Equal to Is playing
A sample which works.
  • Check Number of Players
    • Events
      • Time - Elapsed game time is 5.00 seconds
    • Conditions
    • Actions
      • Set Difficult_Trigger[1] = Players 1 <gen>
      • Set Difficult_Trigger[2] = Players 2 <gen>
      • Set Difficult_Trigger[3] = Players 3 <gen>
      • Set Difficult_Trigger[4] = Players 4 <gen>
      • Set Difficult_Trigger[5] = Players 5 <gen>
      • Set Difficult_Trigger[6] = Players 6 <gen>
      • Set TempInt = 0
      • For each (Integer A) from 1 to 6, do (Actions)
        • Loop - Actions
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • ((Player((Integer A))) slot status) Equal to Is playing
            • Then - Actions
              • Set TempInt = (TempInt + 1)
            • Else - Actions
      • Trigger - Run Difficult_Trigger[TempInt] (ignoring conditions)
There is a fundamental problem though. CloudWolf has assigned events depending on bosses' health. This will cause conflicts. The problem is that we're not allowed to use variables in events to reduce the % of health. But if we add the events ourselves using a different trigger this won't be a problem.
 
Level 19
Joined
Sep 4, 2007
Messages
2,826
Yes he did what? Percentages or flat numbers? lol

OK, I guess I'll have to double check, and try to set it at the percentages if it's not, then if the Boss HP is adjusted it won't mess up the scripts.

and again, where do i find your camera fix.

On my way back from work I came across the idea of just using percentages. Seems like you beat me to it. Anyway, he used flat numbers.

Here is a link to the camera fix. Btw, I and CloudWolf recently discovered that the camera system is somehow bugged... O.O' But it does serve its purpose.
 
Level 17
Joined
Sep 2, 2005
Messages
1,029
OK.

I implemented the new player-count, then tweaked the xp rates, and allowed ALL players to do a player count.

I also adjusted all of the boss scripts to run on percentages instead of flat numbers. The percentages correspond to the old flat numbers though.

However, the map now crashes on load... I've commented everything I've worked on saying either what my changes were or what my function does.

I'll do a pastebin of the map, and you guys can take a look at it.
 
Level 4
Joined
May 25, 2009
Messages
97
when u die(and u have no lifes0 u can't move ur camera, and it should be like this bcs u can't see what other ppl do
 
Level 9
Joined
Jun 1, 2008
Messages
180
Hey guys, mind if I join the conversation...?
I've had an idea few weeks ago (didn't know about this map back then) about how to make a decent "difficulty system"... I've also told CloudWolf about it, but I'll post it here as well, if it's okay (well, as it is already here, I don't seem to care about whether it's a problem or not)!
In this system, monsters could have more increased abilities, not only max HP... For different modes, you would need different spells. Let's see an example: attack increase. For this, you would need to create 2 different spells, they could look like this: Attack - Medium (for the 2nd difficulty, this would increase some attack of the monsters), and Attack - High (this would be made for the 3rd difficulty, the hardest of all, with an even larger amount of attack). There's no need for Attack - Normal, as the monsters' current attack would be good for the normal difficulty. Spells could be really different for every mode, you could even add defense, HP (I think it's a lot easier to do it with spells, not with handicap), HP regen, even some evasion!
Triggers wouldn't be that difficult either... The first thing would happen at map initialization (but you will also have to add another thing to the event, which I'll mention later): it should count how many player slots are active (so basically, it'd count the number of players in game). There would be a condition, so you'd need 3 triggers for each mode (or an if-then-else action). The first trigger would look like this (after looking at your latest posts, I have a picture of how you wanna do it): event was already mentioned, condition would be an integer one - number of playing players must be above 4. The action would be following: take every spell that you would add for the 2nd and 3rd difficulty level. For the other difficulties, you will have to do quite the same, but this time, you must include adding your picked difficulty's spells to the units (pick every unit owned by the "AI"). The 3rd difficulty (I'll call it hard) would look like this: less than 3 people in game, add the "X - High" named spells to the picked units, and take the "X - Medium" spells from them. Guess you have a picture about "normal" mode now, as well.
I've talked about mentioning something important about the events - here's the time: you must add something to the event that will make the trigger work, once a player leaves the game or runs out of "lumber" (this can be done in conditions I guess). So if a player leaves the game with a victory or defeat or whatsoever (can't really remember the options, hope you get what I'm trying to say anyway), it should count the players again and add/take the correct spells to/from the monsters owned by the bot.

Guess that's all I wanted... You have to know that I haven't read much in the forum, neither have I checked out the website, so I dunno if there were already people talking about this, sorry. I only hope that this helps in some way. Good luck with your system, I hope you won't hate me for this long post so much, so I can stay here and keep checking your ideas and posting mine!
 
Level 19
Joined
Sep 4, 2007
Messages
2,826
Hey guys, mind if I join the conversation...?
I've had an idea few weeks ago (didn't know about this map back then) about how to make a decent "difficulty system"... I've also told CloudWolf about it, but I'll post it here as well, if it's okay (well, as it is already here, I don't seem to care about whether it's a problem or not)!
In this system, monsters could have more increased abilities, not only max HP... For different modes, you would need different spells. Let's see an example: attack increase. For this, you would need to create 2 different spells, they could look like this: Attack - Medium (for the 2nd difficulty, this would increase some attack of the monsters), and Attack - High (this would be made for the 3rd difficulty, the hardest of all, with an even larger amount of attack). There's no need for Attack - Normal, as the monsters' current attack would be good for the normal difficulty. Spells could be really different for every mode, you could even add defense, HP (I think it's a lot easier to do it with spells, not with handicap), HP regen, even some evasion!
Triggers wouldn't be that difficult either... The first thing would happen at map initialization (but you will also have to add another thing to the event, which I'll mention later): it should count how many player slots are active (so basically, it'd count the number of players in game). There would be a condition, so you'd need 3 triggers for each mode (or an if-then-else action). The first trigger would look like this (after looking at your latest posts, I have a picture of how you wanna do it): event was already mentioned, condition would be an integer one - number of playing players must be above 4. The action would be following: take every spell that you would add for the 2nd and 3rd difficulty level. For the other difficulties, you will have to do quite the same, but this time, you must include adding your picked difficulty's spells to the units (pick every unit owned by the "AI"). The 3rd difficulty (I'll call it hard) would look like this: less than 3 people in game, add the "X - High" named spells to the picked units, and take the "X - Medium" spells from them. Guess you have a picture about "normal" mode now, as well.
I've talked about mentioning something important about the events - here's the time: you must add something to the event that will make the trigger work, once a player leaves the game or runs out of "lumber" (this can be done in conditions I guess). So if a player leaves the game with a victory or defeat or whatsoever (can't really remember the options, hope you get what I'm trying to say anyway), it should count the players again and add/take the correct spells to/from the monsters owned by the bot.

Guess that's all I wanted... You have to know that I haven't read much in the forum, neither have I checked out the website, so I dunno if there were already people talking about this, sorry. I only hope that this helps in some way. Good luck with your system, I hope you won't hate me for this long post so much, so I can stay here and keep checking your ideas and posting mine!



Hunalexnl, thanks for the suggestion but we kinda already have developed our own difficult system and it is almost perfect. Although we won't really be using your suggestion as a whole I highly recommend that you post this suggestion of yours in the forums. I'd appreciate it because we might want to review your suggestion for features to extend our own later in the development.

I appreciate your effort to help us making this map the best we can possibly make it!
 
Level 9
Joined
Jun 1, 2008
Messages
180




Hunalexnl, thanks for the suggestion but we kinda already have developed our own difficult system and it is almost perfect. Although we won't really be using your suggestion as a whole I highly recommend that you post this suggestion of yours in the forums. I'd appreciate it because we might want to review your suggestion for features to extend our own later in the development.

I appreciate your effort to help us making this map the best we can possibly make it!

I think I'll edit the stuff and make a fancy little tutorial hehe!
I'm glad yours is working, I'm currently busy with triggering it so I can make that little description. Btw, there's something wrong with that link I think...
 
Level 9
Joined
Jun 1, 2008
Messages
180
That's a relief! Well, it's my first time making a tutorial, so I'll take my time... And I'll also need to go sleep soon. Thanks for the help, I'll tell you when I have problems!
A fast question... Do you think it's okay for me to post my crappy difficulty system? Won't people start laughing at me lol?
 
Level 19
Joined
Sep 4, 2007
Messages
2,826
That's a relief! Well, it's my first time making a tutorial, so I'll take my time... And I'll also need to go sleep soon. Thanks for the help, I'll tell you when I have problems!
A fast question... Do you think it's okay for me to post my crappy difficulty system? Won't people start laughing at me lol?

Well, I doubt they'll laugh unless it is an very poor and ultra crappy triggered. Let me or someone else skilled or experienced with triggers to review it before you do it to make sure you won't get the hammer.

Also note that you should post tutorials in the tutorial sections.
 
Level 9
Joined
Jun 1, 2008
Messages
180
Well, I doubt they'll laugh unless it is an very poor and ultra crappy triggered. Let me or someone else skilled or experienced with triggers to review it before you do it to make sure you won't get the hammer.

Also note that you should post tutorials in the tutorial sections.

Ohh snap, what should I select here? Mapping? Misc?
I'll send it over to you before I submit it, thanks for the chance!
 
Level 19
Joined
Sep 4, 2007
Messages
2,826
Ohh snap, what should I select here? Mapping? Misc?
I'll send it over to you before I submit it, thanks for the chance!

I guess you could try Tutorial Submission. Anyway, remember that criticism is your friend and not your foe. Criticism is actually the best thing that could happen to you while learning how to program as it helps you improve upon your current skills. So.. Don't be afraid.

But lets stop this off-topic discussion.
 
Level 9
Joined
Jun 1, 2008
Messages
180
I guess you could try Tutorial Submission. Anyway, remember that criticism is your friend and not your foe. Criticism is actually the best thing that could happen to you while learning how to program as it helps you improve upon your current skills. So.. Don't be afraid.

But lets stop this off-topic discussion.

Right, sorry, I'll send you a PM later then.
 
Level 17
Joined
Sep 2, 2005
Messages
1,029
I've been testing, and while the process of counting the players is presently bugged, the rest of the difficulty system is working well (I tried manually setting the Player Count, which worked well).

As for having different types of spawns based on difficulty, that's actually a planned eent, but Presently all of the creatures are placed manually. I plan on making an auto-spawn system, that will randomized encounters a bit so they aren't always the same, and make some different specials and whatnot to correspond with different difficulties.

I'm going to see what I can do to fix the bug I have.
 
Level 19
Joined
Sep 4, 2007
Messages
2,826
I've been testing, and while the process of counting the players is presently bugged, the rest of the difficulty system is working well (I tried manually setting the Player Count, which worked well).

As for having different types of spawns based on difficulty, that's actually a planned eent, but Presently all of the creatures are placed manually. I plan on making an auto-spawn system, that will randomized encounters a bit so they aren't always the same, and make some different specials and whatnot to correspond with different difficulties.

I'm going to see what I can do to fix the bug I have.

Have you tried my player counter? It should work pretty well.

  • Check Number of Players
    • Events
      • Time - Elapsed game time is 5.00 seconds
    • Conditions
    • Actions
      • Set Difficult_Trigger[1] = Players 1 <gen>
      • Set Difficult_Trigger[2] = Players 2 <gen>
      • Set Difficult_Trigger[3] = Players 3 <gen>
      • Set Difficult_Trigger[4] = Players 4 <gen>
      • Set Difficult_Trigger[5] = Players 5 <gen>
      • Set Difficult_Trigger[6] = Players 6 <gen>
      • Set TempInt = 0
      • For each (Integer A) from 1 to 6, do (Actions)
        • Loop - Actions
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • ((Player((Integer A))) slot status) Equal to Is playing
            • Then - Actions
              • Set TempInt = (TempInt + 1)
            • Else - Actions
      • Trigger - Run Difficult_Trigger[TempInt] (ignoring conditions)
 
Level 9
Joined
Jun 1, 2008
Messages
180
Have you tried my player counter? It should work pretty well.

  • Check Number of Players
    • Events
      • Time - Elapsed game time is 5.00 seconds
    • Conditions
    • Actions
      • Set Difficult_Trigger[1] = Players 1 <gen>
      • Set Difficult_Trigger[2] = Players 2 <gen>
      • Set Difficult_Trigger[3] = Players 3 <gen>
      • Set Difficult_Trigger[4] = Players 4 <gen>
      • Set Difficult_Trigger[5] = Players 5 <gen>
      • Set Difficult_Trigger[6] = Players 6 <gen>
      • Set TempInt = 0
      • For each (Integer A) from 1 to 6, do (Actions)
        • Loop - Actions
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • ((Player((Integer A))) slot status) Equal to Is playing
            • Then - Actions
              • Set TempInt = (TempInt + 1)
            • Else - Actions
      • Trigger - Run Difficult_Trigger[TempInt] (ignoring conditions)

Yup, that should work, been using it for my multiboard too.
Btw, how do you make different spawns? You are using random numbers, or difficulty will set a variable like Monster_Spawn? An integer number that would work like... Create 10 (the basic amoun) + Monster_Spawn * 3 for example...?
Bah, I'm being a smartass. I won't bother anymore lol...
 
Level 19
Joined
Sep 4, 2007
Messages
2,826
Yup, that should work, been using it for my multiboard too.
Btw, how do you make different spawns? You are using random numbers, or difficulty will set a variable like Monster_Spawn? An integer number that would work like... Create 10 (the basic amoun) + Monster_Spawn * 3 for example...?
Bah, I'm being a smartass. I won't bother anymore lol...

We're probably going to create a system that simulates the Left4Dead spawn system but Darkholm decides how the spawn system functions.
 
Level 19
Joined
Sep 4, 2007
Messages
2,826
Rui PM'ed this to me.
Rui said:
Greetings.

The development of a the June News Batch has begun.
Like usual, we wish to bring the community updates about the Hive's Warcraft III Hosted Projects, and all of you receiving this message have one.

I ask you to write back a message where you tell about what's been happening for the last month. If your project is new, a brief description would also be appreciated.

Thank you for your time.
CloudWolf, could you compile some data we could share with the hiveworkshop community?

Perhaps we could make a short list over all the major changes we're going to incorporate into version 1.18.
 
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