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Enterprise Spellpack

This bundle is marked as awaiting update. A staff member has requested changes to it before it can be approved.
Enterprise Spell Pack

First spellpack that I made
there's still a lot of bugs/errors in the spellpack so I'd appreciate it if you can help me fix it.
the ff. problems:
1) Dummy for "Drop Bombs" don't channel the spell (even if they do they only do 1 wave instead of continuous)
2) The bomber(buff) model plays the death animation whenever the trigger removes it, I need to remove the death animation
3) The summoned Hellcats from "Plane Swarm" misses their attacks when their target are moving (I need them to have a sure hit ability, oh and I want to give them collision despite being untargetable (locust)
4) Can't remove the "Hellcat Mount" ability from learnable abilities even when the skill is already at max level

Other than that there's nothing else I can add
Credits to the awesome people who made the models:
Enterprise: https://chaosrealm.co/viewtopic.php?f=113&t=5410&p=14678&hilit=azur+lane#p14678
B-17 Bomber: https://www.hiveworkshop.com/threads/b-17-bomber.48035/
Me 109: https://www.hiveworkshop.com/threads/me-109.49896/
A6M: https://www.hiveworkshop.com/threads/a6m.63936/
Blood Elven Torpedo: https://www.hiveworkshop.com/threads/blood-elven-torpedo.315903/

Before the ship nerds attack me for using the wrong plane models I just wanna tell you that it is what it is, these are the only plane models that I think looks good on Enty, I would make my own models if I could but MPQ Editor doesn't work on my pc sadly :(
Contents

Just another Warcraft III map (Map)

Reviews
Rheiko
Before I start, please check Resource Submission Rules (Models, skins, icons, spells & systems) first. This spellpack currently does not satisfy a lot of the submission rules we have here in hiveworkshop. There seems to be some unnecessary custom...
A quick view based on the codes:
  • Please provide configuration triggers. The way this is currently written is a lot of headaches when people want to add edits or correct the unit data when importing.
  • Please do not use 'Wait' actions. There is a number of problems with it. MUI Spells Using Artificial Waits
  • Sound can be separated and become extensions of the spells, or if integrated, just include it as part of the spell.
  • Why many abilities that seems to not supposed to use Eagle Airstrike as condition uses it?
  • The code indicates this spellpack probably does not support MUI.
 

Rheiko

Spell Reviewer
Level 26
Joined
Aug 27, 2013
Messages
4,214
Before I start, please check Resource Submission Rules (Models, skins, icons, spells & systems) first.
This spellpack currently does not satisfy a lot of the submission rules we have here in hiveworkshop.

There seems to be some unnecessary custom resources for this spellpack such as hero model, icon and sound/music.
Please take them out and leave the important custom resources only.
If you insist on having them in the testmap for the sake of your spellpack theme, at least make a proper Importing Instruction for them.
A lot of the textures have custom paths, you have to make sure the user can import them to their map easily.

Your spellpack has many problems and this is not exactly the place to fix them.
A better place would be at Triggers & Scripts
You can ask around there for some help with your triggers.
At its current state, nearly all of your triggers have issues.

To address some, there are way too many memory leaks in this spellpack.
For reference, you can read some information regarding memory leaks here: Memory Leaks

Please don't use waits in your trigger. They have side effects which are often undesirable. Instead, you can use Periodic Event to replace them.
This will require you to use variables and create your own counter for the elapsed time of the timer.

You have so many separate triggers for only one spell and most of them are not even needed as you can do all of them in one trigger.
Please combine them into one trigger. You can only have more than one if it really is necessary or if you have a really good reason to do so. (Such as having two triggers for Cast and Loop. Or having another trigger for config so user can have an easier time modifying the values)

The same goes for your object editor data, a lot of them are just a duplicate of the original ability. Ability supports multiple levels, so you don't need to make them separated per level. You can simply set the levels through trigger editor using "Unit - Set Level Of Ability For Unit" for your spell purpose and you already did it in one of your triggers, I don't understand why you don't do the same for the rest.

I'm sorry but this spellpack is just not acceptable right now. Please fix the issues that I and the others have mentioned first and then update the bundle. Also, create a changelog when you do. So we can track the changes you made.

Awaiting Update
 
Level 45
Joined
Feb 27, 2007
Messages
5,578
Just another note from someone who read basically none of this code but did notice:

There is almost no actual reason to ever run a periodic timer on a 0.01s timeout. Other periods like 0.03, 0.0325, 0.05, 0.10, or even 0.25 may be appropriate for different applications.
 
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