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(Dungeon Map) Island of Nac'ja

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@defskull
K removed it and I hoped u dl it before I did 2:30 am and I don't wanna get bags under my eyes on my iPod ATM lol

@mckill2009
Ok just gotta wait for defskull to do the trigger then he can send it to u or he just send it to me to send it to
 
Level 12
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@mckill2009
I tried the cinematic skipping but they wouldn't work xD

@Vizel
I think I have Can Flee checked for the naga lol
The vines don't cast the roots btw, I put 55 regions on the ground that does the roots, it's actually from a banshee north from the arena from lady emily
I'll fix the ward problem, yes the chain stuns were ment to be there lol
theres actually 3 spots where vines spawn, 1 spot spawns like 9 the 2nd spawns 10 and like the last spawn 12
I like the Sheep's Rain of Sheeps lol
IDK how to do hotkeys
lol u tihink Kevin's heals r OP wait till you get to crystal village omg ALL that aoe, had trouble even with 7 heroes, those Star spirits r little bastards xP
The Poison, Fire, Star spirits r meant to be deadly, i think i have to improve on fire
I made a testing hero his name is Lichy the Tester lol and btw
EDIT: idk if u can solo emily, rose and silvia all together u need to kill em in order to get to the last boss, and even the untis for the last boss r hard lol SOO MUCH AOE
EDIT2: I'll just set the revenant on fire then lol
-summon all
use that lol

@defskull
I still need that handicap trigger xD 7 players total the other 5 r computer controled

Gonna focus on the bugs especially with the naga lol gonna make the grand wizard not squishy just u wait ;) gonna reduce the duration for the roots to 1 second instead of 4 lol i just remade the end boss area looks way better, gonna spend atleast an hour trying to make the brewers spell Tirna's Love a little bigger soo much fun! lol not being sarcastic but its 2 AM goodnight

There was more like 6 spots. On ehad three... and it went up from there. Hotkeys are in Object Editor, just color the correct key, like Blizz does. Check one of Blizzard's abilities to see how. It's simple.
I didn't mean the chain stuns. I meant the fact that when you attack the first tower you get SIX of those guys. Was THAT intentional? Cause that was insane.
I also like the rain of sheeps, xD
I'll keep that in mind for kevin's heals. I never went there.

Yeah, fix that naga bug, that was fucking stupid. ><

I can help you with skippable cinematic if yo want...but I need to edit the cinematic trigger...

Don't you just put one line in every cinematic? lol. Cinematic - Make Skippable ? Or something like that, I think (I don't have WE open)?

Ahh the 3 dots always freak me out for some reason now after watching Jimmy: A World of Warcraft Story, 3 years ago lol xD

LOL Oh, how I completely agree.

You buy cat? Only 50 MSK!
 
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lol omg I LOVE HIM

Pepitoz: Hello sir you buy cat? Only 50 MSK
RandomGuy1: What? Whats MSK?
Pepitoz: You buy cat ma'am only 50 MSK
RandomGuy1: Umm ok...
Pepitoz: CAT NOT FOR SALE! lol

Some guy actually made a character like him on my server, was funny, i played along xD im like "Don't worry about your dying girlfriend, you go me I'm way better" LOL was soo funny
Just waiting for defskull to try to implement the system so i can resume my work, right now im just leveling my hunter on WoW shes lvl 72 almost 73 woooo lol and patch 4.03a comes out tomorrow or somewhere this week GO DEATHWING!

Actually the vine spawns areas are just 3 LONG regions lol don't zig zag
Yes its suppose to be like that xP 6 aggro, lets see how awake u r
I should give the ruby wardens a new spell, they use to have an AoE stomp that stuns, maybe i give it back but without the stun lol reduce the stun for Glaive Throw too xD and give the Flame spirits a new spell, like Extreme Phoenix Wave or something

EDIT: Lichy says "HI MORTAL!"
 
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Don't you just put one line in every cinematic? lol. Cinematic - Make Skippable ? Or something like that, I think (I don't have WE open)?

@Vizel

No!, skippable cinematics can be achieved using 2 triggers, if you have 1 trigger, you must have another trigger for the action 'after' the cinematic...a booelan is needed also for this to work...
 
Level 9
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but if you realy want to spam thos doodads use jngp=jass newgen pack
im curently using it..yes..i can spam trees when ever i like..xD
jngp also hav many extra features in normal WE doesnt
with jngp you can add more tiles :D
____________
184257-albums4036-picture38143.jpg
 
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Level 12
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Yeah, I highly recommend JNGP. The ONLY drawback is that the UMSWE (JNGP) Trigger Editor cannot handle GUI hashtables, apparently. It will instantly crash the map.

Gotta use custom scripts for them. So if you have used them without custom scripts... You might not want to try using JNGP. other than that, it works great, :D
 
Level 12
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MUI is Multi-unit Instancability. Basically, it makes it so things don't bug when multiple units use it at the same time.

MPI is the same concept, but with players. If multiple players do something at the same time, it won't bug.
 
Level 12
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The syntax, I believe.

and vJASS maps can't be opened by regular WE because it thinks there's errors in the JASS code (Which there is).

JASS is the warcraft III programming language. It's default, and in fact, all GUI triggers are actually shitty versions of JASS, :p They're just so convenient, ^^
 
Level 5
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JASS looks harder O.O
Hmmm ehh I'll just stick with clicking blue text lol
Gah I wanna make the hydra in the small pond in the Emerald Village jump and land with a big stomp, gonna be hard with the height rate and the movement T_T
 
Level 12
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Yeah, good luck with that.

Trydene, use EDIT, instead of double-posting.... >.>
 
Level 12
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Seriously, you can get negrep by the mods if you do so. It's against the forum rules.
 
Level 12
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Uh huh.

You completely missed the joke. "For the end of the world spell, press Control, Alt, Delete" is a quote from the unit soundset database. I think it's human Sorceror, but I'm not certain on this.
 
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The worst ones are the ones where like in the rickroll games, it makes it so you can't do anything, so you have to alt-f4 out of it. :D

However, this is offtopic. Furthermore, I began thinking about the vines in the ruby area.

What is the event that triggers those traps?
and with what conditions?
 
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Unit enters region (VineSpawn1)
((Triggering Unit) is a Hero) Equal to True
Spawn 9 Vines at ((Position of(Triggering Unit))

Unit enters region (VineSpawn2)
((Triggering Unit) is a Hero) Equal to True
Spawn 10 Vines at ((Position of(Triggering Unit))

Unit enters region (VineSpawn3)
((Triggering Unit) is a Hero) Equal to True
Spawn 12 Vines at ((Position of(Triggering Unit))
 
Level 12
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And that would be the issue.

I had two heroes, and each time that would occur.

In such case, every player would end up fending for themselves, fighting off a legion of those damned things. I just went whosyourdaddy and was done with it after the first trap. Cause it simply got annoying.

Also, without moving, the vines would continuously spawn. Once I killed one set, somewhere between 5-10s later more would spawn on the heroes for as long as I was within the region. I'm not sure as to the reason behind this.
 
Level 12
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uh huh. I see. D:

Well, either way, my suggestion would be to make it so if there's a unit in the region, already, that it won't spawn MORE. Cause that's obnoxious, tbh, but it's just an opinion. :)
 
Level 12
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Wow. See, now. I'm totally only like half awake, reading my book for the last 6 hours, and missed that completely, xD
 
Level 5
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129
Maybe I can make it loop?


Event: Unit Enters Region (VineSpawn1)
Condition: ((Triggering Unit) is a Hero) Equal to True
Action:
Turn off (This Trigger)
Turn on VineSpawn1 Loop
Wait 20 seconds
Turn off VineSpawn1 Loop

VineSpawn1 Loop-
Event: Every 2 seconds
Action: Create 1 Vine at ((Random Point in (VineSpawn1))


EDIT1: If I have to put a variable for the loop to where the vine spawns, what variable i use?
EDIT2: The Vines dont move
EDIT3: Vizel you have any way of contacting defskull? I'm wondering if I can continue working on my map lol Or does he just want the map to test out the creep handicap system thingy xD
 
Level 12
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it'd be easier to simply track the units in the region. Use an integer variable, and every time a unit enters the region make the variable equal to the variable +1. Then, make a separate trigger, for when one exits the region to reduce the trigger accordingly.

Have If/Then/Else to track the number of units.
If
Units_In_VineSpawn1 = 1
Then
Unit - Spawn blabla.
Turn off this trigger

and in the other one, make it so if units inside = 0 turn the enter trigger on.

i know this is late, i tried to type this last night, but laptop died right as i was about to send it D:
 
Level 12
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Hold tight, I'm going to whip it up for ya.

  • SpawnPoint1 Enter
    • Events
      • Unit - A unit enters SpawnPoint1 <gen>
    • Conditions
      • ((Triggering unit) is A Hero) Equal to (==) True
    • Actions
      • Set SP_Count = (SP_Count + 1)
        • Multiple FunctionsIf (All Conditions are True) then do (Then Actions) else do (Else Actions)
          • If - Conditions
            • SP_Count Equal to (==) 1
          • Then - Actions
            • Unit - Create 7 Wisp for Player 2 (Blue) at (Center of SpawnPoint1 <gen>) facing Default building facing (270.0) degrees
          • Else - Actions
  • SpawnPoint1 Exit
    • Events
      • Unit - A unit leaves SpawnPoint1 <gen>
    • Conditions
      • ((Triggering unit) is A Hero) Equal to (==) True
    • Actions
      • Set SP_Count = (SP_Count - 1)
Attached is test map. :)
 

Attachments

  • SpawnPoint Test.w3x
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Level 12
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Well you can use this for it, yeah.

Anyway, The difference is, with this, it will spawn them as soon as one person enters the zone, when there were previously 0 people.

You may want to add in a If Then Else for the vines being defeated, perhaps, in order to account for people moving strategically. Just an option, though.
 
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Yes, women play wow, blood.

I happen to know quite a few.

I also know some more exotic folks who play.
 
Level 5
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UPDATE! V0.04
-some tooltips for Kevin's spells (Chains of Light and Shadowy Scream) have been fixed
-*NEW UNIT* Grand Ruby Warden
-Ruby Wardens and Grand Ruby Wardens got a new spell "Flame Stomp"
-In Emily's Arena Event, the naga shouldn't run away anymore
-Glaive Throw and Entangling Roots in the Ruby Village has its stun reduced to 2 seconds
-Mistress Rose's spell "Split Personality" got a different mechanic, instead of duplicating herself into 3, she now sends out her 2 inner emotions "Holy" and "Dark" Rose, Holy Rose heals the players and Dark Rose damages the players
-Flame spirits have a new spell! "Phoenix Wave" Sends out a wave of flaming birds dealing 1000 damage on impact and summons 10 birds per second.
-Poison, Flame, and Star spirits had their model changed
-Increased the damage of Grand Wizard of the Emerald's Poison Chain and Poison Swarm to 7000 AoE damage
-HOTKEYS HAVE BEEN IMPLEMENTED!
-Fixed the spell "Bar Fight!" now it deals damage instead of doing nothing
-Storm's Duplicate Lightning now hits 5 targets instead of 3
-Storm's Wind Walk now deals 1000 damage up from 50 and 70% speed increase up from 30%
-Changed the chain effect of Flamlightning, looks more fiery than just red lightning
-The last boss's island is now complete but the cinematic and spells have not yet been implemented
-All damaging spells should harm wards now
-All heroes can target Air units
-Increased the damage of Glaive Throw to 1000 up from 100
-Naga Experiment's Tornadoes of Doom spell now cyclones you for 2 seconds instead of 6 seconds
-A tester has now been implemented, Lichy the Tester is now ready for service!
-Lichy the Tester's spells:
~Super Blink: Blinks you anywhere on the map
~My Ice Balls Can Split: Lichy's attack can now seperate hitting up to 100 enemies for 10000 - 99999 damage
~Super Clone Me: Lichy can duplicate himself into 9 Lichys to test boss fights
~END OF THE WORLD: Lichy can cast this spell but its only a 500 range radius that takes away 10% of the enemies health per second for 25 seconds, makes it faster to get through events and boss fights

-All towers do 1000 damage and have a range of 900
-The revenant in Emerald Village is now on fire instead of frozen
-Sorasak Airstrider is now a 250 ranged attacker
-Zul'Veron and Sorasak Airstrider attacks can now bounce up to 3 enemies
[rainbow]-the intro cinematic has been disabled, but you can enable it on the trigger section under Installation folder named Intro Cine[/rainbow]

YOU CAN RE-DOWNLOAD THE MAP NOW! Thank you.
 
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