• 🏆 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!
  • It's time for the first HD Modeling Contest of 2024. Join the theme discussion for Hive's HD Modeling Contest #6! Click here to post your idea!

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 17
Joined
Sep 2, 2005
Messages
1,029
Not a bad Idea. I fixed the glitch. Apparently your script crashes if you use it on a non-player slot, like players 7 and 8. XD

Anyways, Presently all of the systems I set up seem to be working, though I only found three bosses to change the numbers to % for. If there are more of them, I need to know what they are.

For 1.18, Here's what I've done - For the hive community.
--------------------
Revised Mana Regen System, which gives the barbarian a Rage pool that drains over time.
Fixed some issues with the barbarian which make mana potions much better than they are for any other class (due to the smaller scale of rage and smaller ability costs in older versions)
Players now get full hp & mp at levelup like in Diablo Games. It also plays the diablo levelup noise.
Difficulty System. Automatically scales the map and difficulty based on the number of players. The numbers are better than in the old version where they seemed improvised, and red can now (like in Diablo II) type in '/players x'(1-6) to play the game on a higher difficulty setting. any player can type '/players count' to count the total number of players in the game. Just in case they're curious how many people have left the game.
----------
I plan on making players with game overs be not-counted, but I personally hate the life-count system, and think we need a different death system. Possibly drag the player to the start of the area, and make them go back for their body like in Diablo i & ii.

- How are you guys doing on your sections? Does inventory work? Maybe some boss revisions? Did someone fix the issue with potions?
- Do we want the diablo noises for the potions?
- Is the techtree system started?
- The Item Pickup System?

Also, I can't make new threads in the D3 board... (http://www.hiveworkshop.com/forums/diablo-iii-warcraft-606/)

As for the spawn system, basically I have to design a system with
-Trigger Points
-Spawn Points
Both will be the rectangular regions.
Trigger Point Properties
- Difficulty
Will determine how many of the monster to spawn, based on monster difficulty
- Types
A list of possible encounters for this location each encounter will have some collection of monsters. It'll randomly pick which encounter type, then generate the monsters for it to match the difficulty above.

Encounters will also include rares and bosses.
- Rares will be tougher versions of the monsters
- Bosses will be named, and can only spawn once per map.
*This is all just planning and explaining my intentions. As I havent started on this system yet, things could change.
 
Level 9
Joined
Jun 1, 2008
Messages
180
Dont you people have a summer holiday?

In Hungary, for example, we are having the oral part of the matura in 2 weeks... So I should be studying too, but I can't!!! (too lazy)

Coming back to the map, why do you guys wanna add a command that counts the number of players in the game? People can simply click the Allies (or whatever its name is) button... It's easier than typing in the whole command for it, imho.
 
Level 19
Joined
Sep 4, 2007
Messages
2,826
Dont you people have a summer holiday?

School and this project are my top priority at the moment well... I prioritize this map a bit above school but I'm doing well so it's not a problem.

In Hungary, for example, we are having the oral part of the matura in 2 weeks... So I should be studying too, but I can't!!! (too lazy)

Coming back to the map, why do you guys wanna add a command that counts the number of players in the game? People can simply click the Allies (or whatever its name is) button... It's easier than typing in the whole command for it, imho.

Basically when we store the amount of players in the map into a trigger we can use it to determinate which trigger to run. If there are 2 players then run Trigger[2] etc. This allows for an efficient difficult system.
 
Level 9
Joined
Jun 1, 2008
Messages
180
School and this project are my top priority at the moment well... I prioritize this map a bit above school but I'm doing well so it's not a problem.



Basically when we store the amount of players in the map into a trigger we can use it to determinate which trigger to run. If there are 2 players then run Trigger[2] etc. This allows for an efficient difficult system.

Oh that's not what I meant. I understand this part. I was talking about the command that allows players to type in /players count (or something like that) and it displays them the number of players in the game.
The counter for the trigger is really important, of course, but this extra that Darkholme mentioned is not much of a use I'm afraid.
 
Level 19
Joined
Sep 4, 2007
Messages
2,826
Oh that's not what I meant. I understand this part. I was talking about the command that allows players to type in /players count (or something like that) and it displays them the number of players in the game.
The counter for the trigger is really important, of course, but this extra that Darkholme mentioned is not much of a use I'm afraid.

It's not but that isn't much a problem either. So far the system looks great.
 
Level 19
Joined
Sep 4, 2007
Messages
2,826
I've figured out a more efficient way of auto adjusting the difficulty once a player leaves.
  • AutoAdjust
    • Events
      • Player - Player 1 (Red) leaves the game
      • Player - Player 2 (Blue) leaves the game
      • Player - Player 3 (Teal) leaves the game
      • Player - Player 4 (Purple) leaves the game
      • Player - Player 5 (Yellow) leaves the game
      • Player - Player 6 (Orange) leaves the game
    • Conditions
    • Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • NumberOfPlayers Equal to 6
        • Then - Actions
          • Trigger - Run Players 6 <gen> (ignoring conditions)
        • Else - Actions
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • NumberOfPlayers Equal to 5
            • Then - Actions
              • Trigger - Run Players 5 <gen> (ignoring conditions)
            • Else - Actions
              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                • If - Conditions
                  • NumberOfPlayers Equal to 4
                • Then - Actions
                  • Trigger - Run Players 4 <gen> (ignoring conditions)
                • Else - Actions
                  • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                    • If - Conditions
                      • NumberOfPlayers Equal to 3
                    • Then - Actions
                      • Trigger - Run Players 3 <gen> (ignoring conditions)
                    • Else - Actions
                      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                        • If - Conditions
                          • NumberOfPlayers Equal to 2
                        • Then - Actions
                          • Trigger - Run Players 2 <gen> (ignoring conditions)
                        • Else - Actions
                          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                            • If - Conditions
                              • NumberOfPlayers Equal to 1
                            • Then - Actions
                              • Trigger - Run Players 1 <gen> (ignoring conditions)
                            • Else - Actions
                              • Game - Display to (All players) the text: Players Difficulty ...
As you can see your trigger adjusts according to the player that leaves. If there are only two players in the game and the second player is 6 and he leaves then the game would become dramatically hard.

This solution is the way to go as this is handles all the difficulty adjustments.
  • AutoAdjustNumberPlayer
    • Events
      • Map initialization
      • Player - Player 1 (Red) leaves the game
      • Player - Player 2 (Blue) leaves the game
      • Player - Player 3 (Teal) leaves the game
      • Player - Player 4 (Purple) leaves the game
      • Player - Player 5 (Yellow) leaves the game
      • Player - Player 6 (Orange) leaves the game
    • Conditions
    • Actions
      • Set SetDifficulty[1] = Players 1 <gen>
      • Set SetDifficulty[2] = Players 2 <gen>
      • Set SetDifficulty[3] = Players 3 <gen>
      • Set SetDifficulty[4] = Players 4 <gen>
      • Set SetDifficulty[5] = Players 5 <gen>
      • Set SetDifficulty[6] = Players 6 <gen>
      • Set NumberOfPlayers = 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 NumberOfPlayers = (NumberOfPlayers + 1)
            • Else - Actions
      • Trigger - Run SetDifficulty[NumberOfPlayers] (checking conditions)
 
Level 19
Joined
Sep 4, 2007
Messages
2,826
Mine presently does that same thing, but its more modular. I think I may use a hybrid between yours and mine.

Well, my version has 2 functions. The first one is to adjust the difficulty at the beginning of the map by the amount of palyers playing. The second is to adjust the game after a player has left.

Basically if my version would be accepted we could get rid of all of the extra triggers you've created. I don't think players should be able to decide the difficulty themselves(perhaps normal, nightmare and hell).

There will only be 8 triggers:

AutoAdjustNumberPlayer
PlayerDifficulty
Player 1
Player 2
Player 3
Player 4
Player 5
Player 6
 
Level 17
Joined
Sep 2, 2005
Messages
1,029
It works in Diablo, that's why I added the option to up the difficulty via the "/players" commands.

I used your system, which makes the script look nicer, and made things less redundant. I kept the commands though. Playercount now fires more often (added events for when a player's lumber changes), and takes into account when a player has a game-over.

As for getting rid of functions, it only gets rid of one function really, maybe 2, and only if you drop the difficulty settings, unless you want to copy and past a bunch of code to like 6 places, in which case it would get rid of 2 but would be more sloppy.

Open up diablo II, type in '/players 8'. The game will spawn dungeons as though there were 8 players, and you'll get the xp to match. You can play it with a harder difficulty quite easily. That's the purpose of adding them into this map.

I also tweaked the mana system to have a multiplier so you can speed up, slow down , or halt the mana regeneration easily from other triggers.
 
Level 4
Joined
May 27, 2009
Messages
29
Rate Comment

It's very good for beta and the land scape is scenery. good but it's too short. the size of file is 4700+ and if it reach 5000, it's will be no longer playable in multiplayer. so if you gonna make further, you must stop importing more model to make it playable. Overall is great and hope you'll make it.
 
Level 19
Joined
Sep 4, 2007
Messages
2,826
It's very good for beta and the land scape is scenery. good but it's too short. the size of file is 4700+ and if it reach 5000, it's will be no longer playable in multiplayer. so if you gonna make further, you must stop importing more model to make it playable. Overall is great and hope you'll make it.

Correction, the map is 3.4 MB. When a map reaches 4.1 MB it's rendered useless for multiplayer including LAN.

We're well aware of the filesize limitation and so far we've done everything we could to keep it as small as possible.
 
Level 19
Joined
Sep 4, 2007
Messages
2,826
Just one hint. The A player leaves event does not work proberly, it fails in 1 of 1000 times because of warcraft 3 scripting. I recomment checking the player slot status and see the changes ingame periodicly. But if you don't care about those small issues, you can just let it as it is now.

Then we could try to use a periodic timer of some sort. It's not like it drains that much resources.
 
Level 19
Joined
Sep 4, 2007
Messages
2,826
Doesn't periodic checking make the game lag at some point? Or is it ONLY if the period is set too small - like 0.01 seconds?

And why does this stuff say the thread has 171 pages if we're only on 169!!!

Thread break.

Anyway, it'll only lag if the function it is supposed to execute is too resource hoggy. Small systems ain't a problem like the one we could be using.
 
Level 13
Joined
Mar 23, 2008
Messages
1,214
Hmm guys, i have a BIG question. We've been waiting for AGES on v1.18 now. Can you tell in how many weeks we can expect it to be here? Cus we made this an arranged game in my clan, and we would really like to play it with the inventory system, and more balancing and so :D

Another note. Many said this map was almost impossible if you were more than 3 persons playing. I dont really understand why. I played it with 5 (including me) And found it quite easy. There was only one guy which ended up running out of lives.
 
Level 30
Joined
Sep 30, 2008
Messages
1,460
Hmm guys, i have a BIG question. We've been waiting for AGES on v1.18 now. Can you tell in how many weeks we can expect it to be here? Cus we made this an arranged game in my clan, and we would really like to play it with the inventory system, and more balancing and so :D

Another note. Many said this map was almost impossible if you were more than 3 persons playing. I dont really understand why. I played it with 5 (including me) And found it quite easy. There was only one guy which ended up running out of lives.

I know what you mean xD Things have been rather hectic recently :p Ive had coursework deadlines and exams for my university course which kinda take priority over my hobbies :D lol

unlike previous updates, v1.18 contains a huge number of changes, all of which have required constant testing and fixing to get them right xD We're still experiencing some trouble with the new inventory as well which hasnt helped :S Many of the lesser item slots (such as belts, boots and necklaces) all share the "charged" item group, and theres been a few problems with the custom values to make it all work xD

However! The main item-types such as weapons, shields, chest armour, helmets etc work perfectly :) So if it takes us too long, v1.18 will be just be released without the items that dont work as I can imagine people are quite tired of waiting ;)

Trust me though, v1.18 looks almost completely different from the previous versions :D We've put all the extra time we've had to good use ;)

And I have a BIG problem. Out of 5 games, I've had 5 blue screens. How come?

As far as I know, your the only person to ever experience that bug :S Does it happen with any warcraft map? or just this one? :)
 
Level 9
Joined
Jun 1, 2008
Messages
180
I know what you mean xD Things have been rather hectic recently :p Ive had coursework deadlines and exams for my university course which kinda take priority over my hobbies :D lol

unlike previous updates, v1.18 contains a huge number of changes, all of which have required constant testing and fixing to get them right xD We're still experiencing some trouble with the new inventory as well which hasnt helped :S Many of the lesser item slots (such as belts, boots and necklaces) all share the "charged" item group, and theres been a few problems with the custom values to make it all work xD

However! The main item-types such as weapons, shields, chest armour, helmets etc work perfectly :) So if it takes us too long, v1.18 will be just be released without the items that dont work as I can imagine people are quite tired of waiting ;)

Trust me though, v1.18 looks almost completely different from the previous versions :D We've put all the extra time we've had to good use ;)



As far as I know, your the only person to ever experience that bug :S Does it happen with any warcraft map? or just this one? :)

Only this one... And I haven't even been playing it for too long, I'm getting these crashes somewhere after the blue Abomination boss...
I've been playing other maps for longer times, and still haven't had any crashes there. It might be a combination of the large size + Warcraft + PC... Dunno, but it sure IS sad that I cannot play this map.
 
Level 30
Joined
Sep 30, 2008
Messages
1,460
Only this one... And I haven't even been playing it for too long, I'm getting these crashes somewhere after the blue Abomination boss...
I've been playing other maps for longer times, and still haven't had any crashes there. It might be a combination of the large size + Warcraft + PC... Dunno, but it sure IS sad that I cannot play this map.

Hmmm... well, I'll take a look either way just to be sure :D

You never know, v1.18 might work for you when its released xD PC's have a habbit of fixing themselves for no apparent reason ;)
 
Level 19
Joined
Sep 4, 2007
Messages
2,826
Here is a fix for the camera system and I've also attached the triggers to this post.

To fix it just copy all the changes in this new updated "Inventory Camera" trigger over to the old "Inventory Camera".
  • Inventory Camera
    • Events
      • Time - Inventory_Camera_Test expires
    • Conditions
    • Actions
      • 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
              • Inventory_Player_Is_Viewing[(Integer A)] Equal to True
            • Then - Actions
              • Camera - Apply Inventory_Camera[(Integer A)] for (Player((Integer A))) over 0.01 seconds
            • Else - Actions
              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                • If - Conditions
                  • Heroes[(Integer A)] Not equal to No unit
                • Then - Actions
                  • Set rect = (Position of Heroes[(Integer A)])
                  • Camera - Pan camera for (Player((Integer A))) to rect over 0.01 seconds
                  • Camera - Set (Player((Integer A)))'s camera Distance to target to 1850.00 over 0.01 seconds
                  • Camera - Set (Player((Integer A)))'s camera Angle of attack to 315.00 over 0.01 seconds
                  • Camera - Set (Player((Integer A)))'s camera Rotation to 140.00 over 0.01 seconds
                  • Custom script: set udg_z = GetCameraField(CAMERA_FIELD_ZOFFSET)+300 - (256- GetLocationZ(udg_rect))-GetCameraTargetPositionZ()
                  • Camera - Set (Player((Integer A)))'s camera Height Offset to z over 0.01 seconds
                  • Custom script: call RemoveLocation(udg_rect)
                • Else - Actions
      • Countdown Timer - Start Inventory_Camera_Test as a One-shot timer that will expire in 0.01 seconds
To make it work fully just disable some part of CamLock by replacing the entire code with this one:
JASS:
scope Camlock initializer InitTrig

globals
    trigger CamLock
    integer INDEX = 0
    boolean array DEAD
    unit array HERO
    player array PLAYERS
    integer array IND
    location LOC
endglobals

private function Actions takes nothing returns nothing
//local integer index = 0
//local real x
//local real y
//local real z

//loop
    //exitwhen index == INDEX
    //set x = GetUnitX(HERO[index])
    //set y = GetUnitY(HERO[index])
    //call MoveLocation(LOC,x,y)

    //if GetLocalPlayer() == PLAYERS[index] then
        //if udg_Inventory_Player_Is_Viewing[index] == false then

            //if DEAD[index] == false then
            //set z = GetCameraField(CAMERA_FIELD_ZOFFSET)+300 - (256- GetLocationZ(LOC))-GetCameraTargetPositionZ()
            //call SetCameraField(CAMERA_FIELD_ZOFFSET,z,1.0)
            //call SetCameraPosition(x,y)
            //call SetCameraField(CAMERA_FIELD_TARGET_DISTANCE,1850,0.1)
            //call SetCameraField(CAMERA_FIELD_ANGLE_OF_ATTACK,315,0.1)
            //call SetCameraField(CAMERA_FIELD_ROTATION,140,0.1)

            //endif
        //endif
    //endif
    //set index = index + 1
//endloop
endfunction

private function InitTrig takes nothing returns nothing
    set CamLock = CreateTrigger()
    set LOC = Location(0,0)
    set DEAD[0] = false
    set DEAD[1] = false
    set DEAD[2] = false
    set DEAD[3] = false
    set DEAD[4] = false
    set DEAD[5] = false
call TriggerRegisterTimerEvent(CamLock,0.017,true)
call TriggerAddAction(CamLock, function Actions)
endfunction


endscope
 

Attachments

  • CameraSystem.w3x
    12.9 KB · Views: 93
Level 13
Joined
Mar 23, 2008
Messages
1,214
Later on you dont really need mana drops. Witch Doctor can drain mana with a spell, and wizards have an abillity for it. Barbarian doesent even use mana at a normal way.
So if you just choose the right spells, then you should do okay.
 

NisNamanArhat

N

NisNamanArhat

Hey you guys should put in custom music; I think it'll greatly to the mood of the game.
 
Level 9
Joined
Jun 1, 2008
Messages
180
What operative system are you using and is it fully updated? What about the hardware? Have you ever tried to clean up your registered as well as defragmented?

Btw, if you got a computer capable of running Vista you could install Windows 7 RC for free for a year.

Thanks for the help but the PC has other problems as well, although it was reinstalled a few weeks ago. I've been having problems with it since I got it and we'll bring it back to the person who sold it in the next few days. I'll get either a new one that is worth the price my mother paid, or they fix it. Hope to be able to play the map till the end afterwards!
 
Level 17
Joined
Sep 2, 2005
Messages
1,029
Darkholm, you system causes boss problems. You should reconsider to add the triggers' events(e.g. health things) once the players encounter the bosses.

1. I know it does, I said I need to work on it. (and in fact am doing so right now)
2. "You should reconsider to add the triggers' events(e.g. health things) once the players encounter the bosses." I have no idea what you are suggesting. What are you talking about? lol
3. How do you put GUI in the forum, and how do you get it from the forum back into WE without rebuilding a script from scratch that just happens to look the same?
4. The old difficulty system used the same method of scaling (I just tweaked the numbers to match the number of players), so I don't know how the boss issues didn't come up before.
5. My name has an 'E' at the end.
 
Level 19
Joined
Sep 4, 2007
Messages
2,826
1. I know it does, I said I need to work on it. (and in fact am doing so right now)
'
Nice to know.
2. "You should reconsider to add the triggers' events(e.g. health things) once the players encounter the bosses." I have no idea what you are suggesting. What are you talking about? lol
Basically I was implying that we could add the triggers' events into the triggers with actions once the difficulty has been assigned. This could perhaps fix some problems.
3. How do you put GUI in the forum, and how do you get it from the forum back into WE without rebuilding a script from scratch that just happens to look the same?
Try clicking on this button:
attachment.php

It does not work the other way around.
4. The old difficulty system used the same method of scaling (I just tweaked the numbers to match the number of players), so I don't know how the boss issues didn't come up before.
What do you mean?
5. My name has an 'E' at the end.
I'll remember that from now on.
 

Attachments

  • lala.GIF
    lala.GIF
    4.1 KB · Views: 139
Level 17
Joined
Sep 2, 2005
Messages
1,029
Basically I was implying that we could add the triggers' events into the triggers with actions once the difficulty has been assigned. This could perhaps fix some problems.
Hmm. I have a slightly better Idea what youre talking about, but youre being very vague, so im still not quite sure I know what you have in mind. I'll give my Idea a shot and if it doesn't work then we'll revisit this and see how it pans out as well as getting a better explanation of whan you mean.

Try clicking on this button:
attachment.php
Is the option only available to posts with maps attached?

What do you mean?
I'm using the player Handicap to do difficulty. The old difficulty system from before used the same method of adjusting difficulty, but had some kindof messy numbers, and it didnt change xp gain for the weakened monsters. There would have been the same sort of glitches with bosses before due to using flat numbers for the events, but because they only scaled boss hp to 50% when there were 1/6th the players instead of 16.67%, the glitches were less noticeable. (the extra boss HP was less noticeable because players were getting 6x the xp they should have been, so bosses were essentially half as difficult as with 6 players, due to the 1 player being like 6 players combined in addition to 50% xp.)

I'll remember that from now on.
YAY!

{EDIT}
edit: Making sure I dont miss any bosses.

Murloc
Skeleton King
Thousand Pounder

I remember a few more, but can't find the triggers for them.
 
Last edited by a moderator:
Level 9
Joined
Jun 1, 2008
Messages
180
Dont worry, Ive completely re-done the orb drop rates :) Ive even added different leveled orbs so that harder units will drop more powerfull orbs just to balance it out a bit ;)

Just a question, will this "orb" drop stuff depend on difficulty?
If I remember well, you've been doing drops using random numbers... It could be easy to do the drop rate change by modifying the amount of numbers in the scale... Like easy: random number between 1 and 6... Normal: random number between 1 and 8... Hard: random number between 1 and 10... (or an integer variable that is 0 for easy, 2 for normal, 4 for hard and would always be added to 6 or whatever in the random number's last number)
Just a thought, ignore me if I'm being annoying again.
 
Level 13
Joined
Mar 23, 2008
Messages
1,214
It's a WIP. We're all still working on it. It is a huge update

eeeh, WIP? XD it cant be Warry important person can it? haha XD

Anyway, it would be bad with lower drop rates if you played the game on "hard" aka, theres more players in game. I guess the point is already there. There will be more players, that means there should actually be MORE drops ^^
 
Top