- Joined
- Jul 16, 2009
- Messages
- 1,568
Awesome map, keep working! 

(5 ratings)
This a Technical Demonstration/Template that can be used by anyone to create a Final Fantasy Map.
Map name
Final Fantasy VII RebirthName of the creator(s)
FFVII_Valentine (US West)Current stage of the map
Currently the map is a fully functional Technical Demonstration.
Summary of the map gameplay
-The map is to be turn based with an Active Time Bar (ATB) and contains many of the original magic/commands/summons etc obtained by equipping Materia to your Weapon/Clothing Materia slots.
-Play 1-player or team up with up to 4 other players.
-Still in very early stages! (very limited story line)
-An RPG In the Final Fantasy VII universe with some of the characters from the original PS1/PC game and set in a time soon after the completion of the original game.
-Bad guys (possibly Shinra) are forging materia together to make powerful 'dark' (or black) materia. The result could be very dangerous.
-Originally the people trying to stop the materia forging (rebels) come accross as the bad guys, but you soon join them and become rebels (or terrorists) simular to the group AVALANCHE.Map features
Cloud Strife
Barret
Tifa Lockheart
Aeris
Nanaki (Red XIII)
Cid
Cait Sith
Vincent Valentine
Yuffie
Sephiroth
-Weapons
9 per character (90 total)
-Ultimate Weapons
1 per character (10 total)
-Clothing
10 available
-Accessories
Talisman of Evasion (15% chance to evade)
-Items
Items have a unique effects upon use.
Potion / High Potion / Mega Potion / XPotion
Ether / Turbo Ether / Elixir / Mega Elixir
Phoenix Down / Mega Phoenix
Grenade
Gysahl Greens
TIP: You can hold an unlimited amount of items (they are automatically stored and can be accessed during battle on the Battle Ability Menu)
Most materia is available with the expected functions, AP advancement and linking combinations. Materia functions much like a regular item but if you transfer the purchased Materia to one of your Materia Slot's inventory you are able to cast spells etc. You can own a total of 5 of each type of Materia.
-Equiping Materia
First of all make sure your hero has a weapon or clothing equipt that says that it unlucks materia slots eg.(Allows 4 Materia Slots). Buy materia from the materia shop. Then access the Materia Menu, then find the purchased Materia you wish to equip and follow the hot-key directions on screen.
-Linking Materia
Materia slots link 2 Materia together. Sometimes when you link 2 Materia together they can unlock additional Spells etc.
-Magic Materia
Barrier – Available
Comet – Available
Contain – Available (No status effects)
Destruct – Available
Earth – Available
Exit – Available
Fire – Available
Full Cure – Available
Gravity – Available
Heal – Available
Ice – Available
Lightning – Available
Master Magic - N/A
Mystify – Available
Poison – Available
Restore – Available
Revive – Available
Seal – Available
Shield – Incomplete
Time – Incomplete
Transform – Available
Ultima – Available
-Support Materia
All – Available
The other Support Materia is all N/A
-Summon Materia
Alexander – Available
Bahamut ZERO - Available
Bahamut - Available
Choco/Mog - Available
Hades – Available (No status effects)
Ifrit - Available
Kjata/Kujata - Available
Knights of the Round - Available
Leviathan - Available
Master Summon – N/A
Neo Bahamut - Available
Odin - Available
Phoenix - Available
Ramuh - Available
Shiva - Available
Titan - Available
Typoon/Typhoon/Chupo - Available
-Independent Materia
Chocobo Lure - N/A
Counter Attack – N/A
Cover – N/A
EXP. Plus - Available
Enemy Away – N/A
Enemy Lure – N/A
Gil Plus - Available
HP Plus - Available
HP<->MP – N/A
Long Range - Available
Luck Plus - Available
MP Plus - Available
Magic Plus - Available
Mega All - N/A
Pre-emptive - Available
Speed Plus - Available
Strength Plus - Available
Underwater – N/A
-Command Materia
Death Blow - Available
Double Cut - Available
Enemy Skill – N/A
Manipulate – N/A
Master Command – N/A
Mime – N/A
Morth - Available
Sense – N/A
Slash-All - Available
Steal - Available
Throw – N/A
W-Item – N/A
W-Magic N/A
W-Summon N/A
-Catching
Currently there are two chocobos (on the world map) which you can catch using the Gyashkl Green item which you can purchase from Chocobo Bill
-Breeding
Your Chocobo will need to be level 5 before it can cast Breed. The target chocobo does not need to be level 5. The casting chocobo determines the sex and has a factor in initial stats of the offspring.
Common + Common = Green
Green + Common = Blue
Blue + Green = Black
Black + Blue = Gold
-Racing
You can race your chocobos to gain items, gil and experience for your chocobo.
Teioh's black chocobo is the hardest to beat.
You can race in C, B, A, and S Class.
Credits
- This is a 100% not for profit project. I am making this purely for the love of the Final Fantasy franchise and to promote it to others.
- I do not claim any ideas and music of the Final Fantasy franchise and Square-Enix to be those of my own.
- Music Used: 'Final Fantasy VII Battle Theme' from the Original Soundtrack, by Nobuo Uematsu.
- Cloud & Sephiroth model by Kitabatake
- Barret model by Afronight_76
- Shana Model (Used for Yuffie) by Pichu
- Cid Model by Kingzachery
- Tifa Model by black_stan
- HeroMagoichiSaiga Model (Used for Vincent) by black_stan
- HeroMagoichiSaiga Model edited by pkw & Orochi
- Zack Model by Square Enix
- Zack Animations by Judash137
- All other models/terrain etc used are from Warcraft 3.
- Davster (Save/load system)
- Ryoko (Item charge trigger)
- Diehard@Azeroth (Weapon system, show damage and ability triggers)
- ffonline (Materia information)
- FFVII_Valentine (Myself/Map Creator)Reported Unfixed Bugs
-Some magic and summons are not dealing damage and/or are not having the desired effects.Cheats
-type:to level up your character and any chocobos you have caught by 1 level.lvlup
-type:to receive 10000 free gil.gil me
-type:to kill your main character (dont worry they come back). This is useful in the event that anything becomes stuck during battle.kill meVersion History
Latest Updates (Ver.0.02b):
-loading screen added
-compatibility with basic editor restored
Latest Updates (Ver.0.02a):
-battle menu now shows statuses
-multiboards now work correctly in multiplayer
-the materia equip menu now working quite well
Latest Updates (Ver.0.02):
-materia auto equip to help beginners
-all menus are now multiboards with increased detail
-ff7's button click used inplace of wc3's
-new hotkeys:
'W'-Up
'A'-Left
'S'-Down
'D'-Right
'F'-Ok
'R'-Back
Latest Updates (Ver.0.01a):
-units move to attack
-battle positions changed
-new models for Cloud, Vincent & Cid
-removed Tsunade model to reduce map size
Latest Updates (Ver.0.01):
-control 3 characters in 1 player mode
-new ability system
-new AI system
-new menu/interaction systems
-new battle system
-new materia system
-new equipment systems
-new icons added for all characters (Thanks Lukas2)
-new models for Cloud & Tifa
I included him as a playable character in this map because the excellent model exists and I am sure a lot of people will enjoy the opertunity to play as him, but if I was making a full fledged map he would most likely be removed as a playable character and instead used as a boss.
this is bad can anyone help me i save this map.. in my wc3 maps i download it i go in wc23 but this map is not showing in my wc3 maps in game.. what to do?? i want play this map ;9 but how if map not showing in game wc3 maps..help plz
Thanks very muchTheHunterKiller: Awesome map, keep working!
Haha, I had another guy say the same thing so I made a video response on youtube showing just that:mare: guess that makes sense, even tho if he would be playable for all the time, he would pretty much kill everyone in sight just like that.
Thanks for helping out CloudWolf, I can also add that you should make sure you didn't re-name the file to more than 28 characters in length.delyte: this is bad can anyone help me i save this map.. in my wc3 maps i download it i go in wc23 but this map is not showing in my wc3 maps in game.. what to do?? i want play this map ;9 but how if map not showing in game wc3 maps..help plz
CloudWolf: Normally, if you import if you've had the map folder open in warcraft, the list wont refresh
You probably just need to restart warcraft III![]()
If you equip the Magic Materia: 'Time'; the first spell that is unlocked is: 'Haste'.mare: One thing about the map: does it have Haste or anything to speed up the action bar? because it goes sooo slooooow D:
So good to hear that you got to play it and like it.mare: Nevertheless, its kickass! Oh and one more thing - why doesnt the music change from battle music to end of battle music when you beat the foes? Its kinda annoying :| (imo)
Haha Yeah there are some long tracks.Well, to keep filesize down - i highly recommend NOT to add One Winged Angel to it.
All feed back is welcome; including negative, though I prefer advice, ideas and solutions to accompany the negatives. So that the feedback is more constructive (which you have done below, thankyou!).Tau Empire: Game Critic remember that so I'm pointing the negatives cause it's simply fun to do.
Yeah, with region locking we get the games later and are forced to pay a higher price. Games like Call Of Duty can sell for more than $120 brand new on XBox 360. Having said this, are piracy laws are much more fair; modchipping is legal here etc.Tau Empire:I feel sorry for you to live in Australia with the gouvernement and there limits on games allowed in Australia and the high price games+ Activision's dick move to boost up the price of COD MF2 (probably 90$ for the game alone now).
I have never protected any map. I have never even downloaded a map protection program. I just checked; the map requires JassNewGen editor to open it because I am using a function from it 'IssueImmediateOrderBJ'. Thanks for alerting me to this (I had no idea); I understand a lot of people are just using the basic editor so I will try to make the map openable in the basic editor once again.Tau Empire: Ok first of all let's talk about map protection, you decided to create a template map to help others, but yet you protected it, so there is a issue with that, unless they have to private message you the unprotected version of it.
Thanks for letting me know the PC controls (no I haven't played the PC version). By default in WC3 some of the numkeys are used as hotkeys for items in a hero's inventory. To use items as direction hotkeys would obviously limit the number of items a hero can carry to 2. This is an interesting idea anyway, which I also have been considering.Tau Empire: During the game now, controlling other party members are fun but I would of used the numpad like the PC version to choose instead of W A S D F R, to get used to it. If you never played the PC version of it, it goes like this 2 goes down 8 goes up 4 goes left and 6 goes right. Enter is to well enter and 0 is the cancel button (or return page)
I agree, after you get used to the game it feels slow. The reason for the slow down is that I think most people only play this map once and there is a steep learning curve; so slowing down the Active Time Bar helps beginners keep up. I just have to change 1 line of code to speed it up again, what do you think is a good starting amount, at the moment it's 20 seconds?Tau Empire: During combat, ATB is slow, maybe to slow...
Sorry, no limit breaks have been made yet. I am not experienced at creating impressive abilities; I would need the help of someone else. The systems are all in place though, the abilities just need to be made.Tau Empire: Sephiroth has no Limit Break which makes a sad face, cause seeing Super Nova would of been fun.
Good to hear they worked, Summons like Hades can actually look quite cool, because if the initial damage doesn't kill the enemy he actually casts all the different statuses on the enemies as well.Tau Empire: Materia, this is the part on how I describe the magic, summons and other materias. Right now I've tested 5 materias 1 of each type, cure, Hades, HP +, Steal, and forgot the last one I think it was counter attack anywho they work just fine.
Unfortunately WC3 is not compatible with MIDI sound files which are much smaller thank MP3 and WAV files that WC3 is compatible with otherwise I would include a lot more music. There is a workaround however where each person playing the map would have to download the MIDI files seperately as well and keep them in the same folder, but this is a lot of work.Tau Empire: But I can accept the excuse of this being 8 MB limit only for multiplayer and each MIDI file cost about 100 KB.
Once again thankyou for helping me by linking me to high quality models.Nikslg:Hi Valentine
Its me Nikslg from WC3U i ask you again
You will add Genesis and Zack to pickable characters?
Wow dude you commented on my map the FF7 demo thing i fixed alot of stuff and all and i had realized a long time ago i downloaded a map from epic war or somethin and got my icons from that and it looks alot like your map only not as finished i tried to play but never got arround to it
Sorry i dont know how to do anything custom on map (im not mapmaker). I can only wait and help with searchingI am uploading a new playthrough video onto youtube as I write this post.
Once again thankyou for helping me by linking me to high quality models.
The map is not protected, you can add any characters you like.
If you don't know how to get them working in-game please import them into the map for me and put them into the character selection area then send me a copy and I'll set it up so they are selectable characters for you.
Your link to the Zack model doesn't work unfortunately (it may have been automatically redirected if it's not on the hive), I will include Zack in the next major release if the model is good and not too large a file size.Nikslg: Sorry i dont know how to do anything custom on map (im not mapmaker). I can only wait and help with searching
If you want i can send to you genesis skill pack
P.S. ZACK COMPLETED http://hiveworkshop.com/viewtopic.ph...er=asc&start=0
P.S.S. This model cool for Cloud Advent Children model (because zack with this model at end of movie)
Awsome to hear you like the map and the video!LexX: I watched the video,and the map is really cool!
VERY nice work with multiboards and fight system!
I think it'll be really cool when it'll be finished.
Keep up the good work=)
5/5
Thanks for your help, I'll see what I can doNikslg: Can i got special thanks credits in your map?
P.S. if yes add Nikslg "Aka" HeKutoC (i playing as HeKuToC on Battle net)
I didn't know that was what they were for. Thanks for the tip.LexX: -You should do DISBTN icons for hero icons,because without them them become green when you pause the game
Thanks for the lightning model. I am using basic blizzard abilities effects at the moment, but they often don't work the first time you cast the ability purhaps because the ability needs to be loaded first.LexX:-Have an ability effect for lightning (though didn't check if there was effect or not,checked on fire) (A pity don't remember whose model lightning is)
Thankyou so much. I haven't been able to find arrow icons.LexX:-Attached better icons for "Left" and "Right"
I am not sure how to fix this without removing all the unit's ability to move at all during battle.LexX:-Found a bug fighting spiders: one of them ran in a form of circle and didn't stop=)
Well,glad to be helpfulThanks for your help, I'll see what I can do
I didn't know that was what they were for. Thanks for the tip.
Thanks for the lightning model. I am using basic blizzard abilities effects at the moment, but they often don't work the first time you cast the ability purhaps because the ability needs to be loaded first.
I just realised I need to re-add a unit with all the abilities available so that the abilities can be loaded at the start of the map.
Thankyou so much. I haven't been able to find arrow icons.
A complete set of Up, Down, Left and Right would also be awsome, but this is just fine for now!
I am not sure how to fix this without removing all the unit's ability to move at all during battle.
It could be a limitation of the WC3 editor (I have found many) or purhaps it is to do with AI guard positions (though I have triggered AI guard positions to be ignoored at the start of the game).
Each unit should have it's ability to attack removed after attacking so I don't see why its trying to go back and attack.
When a unit is told to attack they are given an orb ability that enables the unit's secondary attack that can target enemy units (because the first attack cannot). After they attack this orb ability is removed.
It could be an error of mine I just haven't found yet.
LexX: When they return(I took moving unit as triggering,and point name where it should return as X, just change it to what you need):
May be this will fix the problem,but don't know exactly...
Attack 8
Events
Player - Player 1 (Red)'s Available free Heroes becomes Equal to 8.00
Player - Player 2 (Blue)'s Available free Heroes becomes Equal to 8.00
Player - Player 3 (Teal)'s Available free Heroes becomes Equal to 8.00
Player - Player 4 (Purple)'s Available free Heroes becomes Equal to 8.00
Player - Player 5 (Yellow)'s Available free Heroes becomes Equal to 8.00
Player - Player 6 (Orange)'s Available free Heroes becomes Equal to 8.00
Player - Player 7 (Green)'s Available free Heroes becomes Equal to 8.00
Player - Player 8 (Pink)'s Available free Heroes becomes Equal to 8.00
Player - Player 9 (Gray)'s Available free Heroes becomes Equal to 8.00
Player - Player 10 (Light Blue)'s Available free Heroes becomes Equal to 8.00
Player - Player 11 (Dark Green)'s Available free Heroes becomes Equal to 8.00
Player - Player 12 (Brown)'s Available free Heroes becomes Equal to 8.00
Conditions
Actions
Set integerIDAbilityCastPlayerArra[(Player number of (Triggering player))] = ((Triggering player) Available free Heroes)
Player - Set (Triggering player) Available free Heroes to 2
[COLOR="RoyalBlue"] Unit - Set Hero[(Player number of (Triggering player))] movement speed to (Default movement speed of Hero[(Player number of (Triggering player))])
Unit - Add Attack Enabler to Hero[(Player number of (Triggering player))][/COLOR]
Multiple FunctionsIf (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player number of (Triggering player)) Less than (<) 6
Then - Actions
Floating Text - Create floating text that reads (Attacks|r |cfff5f5f5 + (Proper name of UnitTargetArray[(Player number of (Triggering player))])) above Hero[(Player number of (Triggering player))] with Z offset 7.00, using font size 10.00, color (100.00%, 100.00%, 0.00%), and 0.00% transparency
Else - Actions
Floating Text - Create floating text that reads (((Name of Hero[(Player number of (Triggering player))]) + s|r |cfff5f5f5) + (Proper name of UnitTargetArray[(Player number of (Triggering player))])) above Hero[(Player number of (Triggering player))] with Z offset 7.00, using font size 10.00, color (100.00%, 100.00%, 0.00%), and 0.00% transparency
Floating Text - Set the velocity of (Last created floating text) to 80.00 towards 90.00 degrees
Floating Text - Change (Last created floating text): Disable permanence
Floating Text - Change the lifespan of (Last created floating text) to zz_SpellTextTime seconds
Wait 0.02 game-time seconds
[COLOR="RoyalBlue"] Unit - Order Hero[(Player number of (Triggering player))] to Attack Once UnitTargetArray[(Player number of (Triggering player))][/COLOR]
Wait 3.00 game-time seconds
Set playersTurnBooleanArray[(Player number of (Triggering player))] = False
Player - Set (Triggering player) Game result to 1
[COLOR="RoyalBlue"] Unit - Remove Attack Enabler from Hero[(Player number of (Triggering player))][/COLOR]
Wait 0.50 game-time seconds
[COLOR="RoyalBlue"] Unit - Order Hero[(Player number of (Triggering player))] to Move To pointFightPositionArray[(Player number of (Triggering player))][/COLOR]
Wait 1.00 game-time seconds
Multiple FunctionsIf (All Conditions are True) then do (Then Actions) else do (Else Actions)
[COLOR="RoyalBlue"]If - Conditions
(ForestFightPosPlayer[(Player number of (Triggering player))] contains Hero[(Player number of (Triggering player))]) Equal to (==) True
Then - Actions
Unit - Set Hero[(Player number of (Triggering player))] movement speed to 0.00[/COLOR]
Unit Group - Remove Hero[(Player number of (Triggering player))] from unitGroupUnSelectable
Multiple FunctionsIf (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player number of (Triggering player)) Less than (<) 6
Then - Actions
Unit - Make Hero[(Player number of (Triggering player))] face 0.00 over 0.50 seconds
Else - Actions
Unit - Make Hero[(Player number of (Triggering player))] face 180.00 over 0.50 seconds
Skip remaining actions
[COLOR="RoyalBlue"]Else - Actions
Unit - Order Hero[(Player number of (Triggering player))] to Move To pointFightPositionArray[(Player number of (Triggering player))][/COLOR]
Wait 1.00 game-time seconds
Multiple FunctionsIf (All Conditions are True) then do (Then Actions) else do (Else Actions)
[COLOR="RoyalBlue"]If - Conditions
(ForestFightPosPlayer[(Player number of (Triggering player))] contains Hero[(Player number of (Triggering player))]) Equal to (==) True
Then - Actions
Unit - Set Hero[(Player number of (Triggering player))] movement speed to 0.00[/COLOR]
Unit Group - Remove Hero[(Player number of (Triggering player))] from unitGroupUnSelectable
Multiple FunctionsIf (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player number of (Triggering player)) Less than (<) 6
Then - Actions
Unit - Make Hero[(Player number of (Triggering player))] face 0.00 over 0.50 seconds
Else - Actions
Unit - Make Hero[(Player number of (Triggering player))] face 180.00 over 0.50 seconds
Skip remaining actions
[COLOR="RoyalBlue"] Else - Actions
Unit - Order Hero[(Player number of (Triggering player))] to Move To pointFightPositionArray[(Player number of (Triggering player))][/COLOR]
Wait 1.00 game-time seconds
Multiple FunctionsIf (All Conditions are True) then do (Then Actions) else do (Else Actions)
[COLOR="RoyalBlue"] If - Conditions
(ForestFightPosPlayer[(Player number of (Triggering player))] contains Hero[(Player number of (Triggering player))]) Equal to (==) True
Then - Actions
Unit - Set Hero[(Player number of (Triggering player))] movement speed to 0.00[/COLOR]
Unit Group - Remove Hero[(Player number of (Triggering player))] from unitGroupUnSelectable
Multiple FunctionsIf (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player number of (Triggering player)) Less than (<) 6
Then - Actions
Unit - Make Hero[(Player number of (Triggering player))] face 0.00 over 0.50 seconds
Else - Actions
Unit - Make Hero[(Player number of (Triggering player))] face 180.00 over 0.50 seconds
Skip remaining actions
Else - Actions
No...I meant just to add something like this as wait function for returning"Wait until Distance between position of forest unit and position where this unit should return becomes <= 30.00 checking every 0.50 sec." and then make it's MS to 0If you are interested her is what the code looks like:
(relevant lines are in Royal Blue)
I think I have tried this:
Attack 8
Events
Player - Player 1 (Red)'s Available free Heroes becomes Equal to 8.00
Player - Player 2 (Blue)'s Available free Heroes becomes Equal to 8.00
Player - Player 3 (Teal)'s Available free Heroes becomes Equal to 8.00
Player - Player 4 (Purple)'s Available free Heroes becomes Equal to 8.00
Player - Player 5 (Yellow)'s Available free Heroes becomes Equal to 8.00
Player - Player 6 (Orange)'s Available free Heroes becomes Equal to 8.00
Player - Player 7 (Green)'s Available free Heroes becomes Equal to 8.00
Player - Player 8 (Pink)'s Available free Heroes becomes Equal to 8.00
Player - Player 9 (Gray)'s Available free Heroes becomes Equal to 8.00
Player - Player 10 (Light Blue)'s Available free Heroes becomes Equal to 8.00
Player - Player 11 (Dark Green)'s Available free Heroes becomes Equal to 8.00
Player - Player 12 (Brown)'s Available free Heroes becomes Equal to 8.00
Conditions
Actions
Set integerIDAbilityCastPlayerArra[(Player number of (Triggering player))] = ((Triggering player) Available free Heroes)
Player - Set (Triggering player) Available free Heroes to 2
[COLOR=RoyalBlue] Unit - Set Hero[(Player number of (Triggering player))] movement speed to (Default movement speed of Hero[(Player number of (Triggering player))])
Unit - Add Attack Enabler to Hero[(Player number of (Triggering player))][/COLOR]
Multiple FunctionsIf (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player number of (Triggering player)) Less than (<) 6
Then - Actions
Floating Text - Create floating text that reads (Attacks|r |cfff5f5f5 + (Proper name of UnitTargetArray[(Player number of (Triggering player))])) above Hero[(Player number of (Triggering player))] with Z offset 7.00, using font size 10.00, color (100.00%, 100.00%, 0.00%), and 0.00% transparency
Else - Actions
Floating Text - Create floating text that reads (((Name of Hero[(Player number of (Triggering player))]) + s|r |cfff5f5f5) + (Proper name of UnitTargetArray[(Player number of (Triggering player))])) above Hero[(Player number of (Triggering player))] with Z offset 7.00, using font size 10.00, color (100.00%, 100.00%, 0.00%), and 0.00% transparency
Floating Text - Set the velocity of (Last created floating text) to 80.00 towards 90.00 degrees
Floating Text - Change (Last created floating text): Disable permanence
Floating Text - Change the lifespan of (Last created floating text) to zz_SpellTextTime seconds
Wait 0.02 game-time seconds
[COLOR=RoyalBlue] Unit - Order Hero[(Player number of (Triggering player))] to Attack Once UnitTargetArray[(Player number of (Triggering player))][/COLOR]
Wait 3.00 game-time seconds
Set playersTurnBooleanArray[(Player number of (Triggering player))] = False
Player - Set (Triggering player) Game result to 1
[COLOR=RoyalBlue] Unit - Remove Attack Enabler from Hero[(Player number of (Triggering player))][/COLOR]
Wait 0.50 game-time seconds
[COLOR=RoyalBlue] Unit - Order Hero[(Player number of (Triggering player))] to Move To pointFightPositionArray[(Player number of (Triggering player))][/COLOR]
Wait 1.00 game-time seconds
Multiple FunctionsIf (All Conditions are True) then do (Then Actions) else do (Else Actions)
[COLOR=RoyalBlue]If - Conditions
(ForestFightPosPlayer[(Player number of (Triggering player))] contains Hero[(Player number of (Triggering player))]) Equal to (==) True
Then - Actions
Unit - Set Hero[(Player number of (Triggering player))] movement speed to 0.00[/COLOR]
Unit Group - Remove Hero[(Player number of (Triggering player))] from unitGroupUnSelectable
Multiple FunctionsIf (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player number of (Triggering player)) Less than (<) 6
Then - Actions
Unit - Make Hero[(Player number of (Triggering player))] face 0.00 over 0.50 seconds
Else - Actions
Unit - Make Hero[(Player number of (Triggering player))] face 180.00 over 0.50 seconds
Skip remaining actions
[COLOR=RoyalBlue]Else - Actions
Unit - Order Hero[(Player number of (Triggering player))] to Move To pointFightPositionArray[(Player number of (Triggering player))][/COLOR]
Wait 1.00 game-time seconds
Multiple FunctionsIf (All Conditions are True) then do (Then Actions) else do (Else Actions)
[COLOR=RoyalBlue]If - Conditions
(ForestFightPosPlayer[(Player number of (Triggering player))] contains Hero[(Player number of (Triggering player))]) Equal to (==) True
Then - Actions
Unit - Set Hero[(Player number of (Triggering player))] movement speed to 0.00[/COLOR]
Unit Group - Remove Hero[(Player number of (Triggering player))] from unitGroupUnSelectable
Multiple FunctionsIf (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player number of (Triggering player)) Less than (<) 6
Then - Actions
Unit - Make Hero[(Player number of (Triggering player))] face 0.00 over 0.50 seconds
Else - Actions
Unit - Make Hero[(Player number of (Triggering player))] face 180.00 over 0.50 seconds
Skip remaining actions
[COLOR=RoyalBlue] Else - Actions
Unit - Order Hero[(Player number of (Triggering player))] to Move To pointFightPositionArray[(Player number of (Triggering player))][/COLOR]
Wait 1.00 game-time seconds
Multiple FunctionsIf (All Conditions are True) then do (Then Actions) else do (Else Actions)
[COLOR=RoyalBlue] If - Conditions
(ForestFightPosPlayer[(Player number of (Triggering player))] contains Hero[(Player number of (Triggering player))]) Equal to (==) True
Then - Actions
Unit - Set Hero[(Player number of (Triggering player))] movement speed to 0.00[/COLOR]
Unit Group - Remove Hero[(Player number of (Triggering player))] from unitGroupUnSelectable
Multiple FunctionsIf (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player number of (Triggering player)) Less than (<) 6
Then - Actions
Unit - Make Hero[(Player number of (Triggering player))] face 0.00 over 0.50 seconds
Else - Actions
Unit - Make Hero[(Player number of (Triggering player))] face 180.00 over 0.50 seconds
Skip remaining actions
Else - Actions
...but it didn't work, but I will try again.
Don't worry I understood from the start.returning"Wait until Distance between position of forest unit and position where this unit should return becomes <= 30.00 checking every 0.50 sec." and then make it's MS to 0
This "wait" will check until you forest unit reaches the point you need with 30 radius,I made smth. like this in my revival system=)
You can find it in "Real Conditions" as "Distance between points".
Chears for the tip, I will use the trigger tag in future, but I guess it was useful the way I did it in that I could put the relevent code in blue.LexX: Off-topic:
Use "Trigger" tag instead of "Code"=)
I think that this would be very good for the Vincint. It is an awsome model. I got it from Warcraft 3 Unlimited. I think that it would be a very good model for him
BTW: I love this map. I gave it 5/5
Paths are in the Read-Me
Thanks for giving the map 5/5; greatly appreciated. I am also glad you enjoyed the map!Hevenblood: I think that this would be very good for the Vincint. It is an awsome model. I got it from Warcraft 3 Unlimited. I think that it would be a very good model for him
BTW: I love this map. I gave it 5/5
Paths are in the Read-Me
Thankyou for the extra information; credits of course.pkw: That is a model that me and Orochi edited from a Black_Stan's HeroMagoichiSaiga model.
Use it freely thou. But remember to give me and orochi the credits..
I tried. Even if I order a spider to move somewhere manually on the world map (not in battle) they sometimes move in a circle motion.So,did my advice fix the problem abouut "circle running"?
I tried. Even if I order a spider to move somewhere manually on the world map (not in battle) they sometimes move in a circle motion.
The next release will have the characters fixed, they will no longer move to attack. It's faster and quite stable.
Currently in the un-released version I am working on the characters whilst in battle have 0 movement speed for the duration of the battle. All the units have ranged attack, but melee attack units don't have projectiles. As usual a character will only attack if you select attack on the menu when it is your turn.LexX: And what will they do instead of moving??
Retro FF style hehe. Characters advance slightly when performing actions. Currently not using such a system. Trying to keep it simple at the moment.pkw: They jump to their enemy and attack XD
I posted the trigger that is used in the currently released version on the previous page. You can view it there.LexX: Oh....Is your move system a periodical event???
If yes,then problem is in it
Currently in the un-released version I am working on the characters whilst in battle have 0 movement speed for the duration of the battle. All the units have ranged attack, but melee attack units don't have projectiles. As usual a character will only attack if you select attack on the menu when it is your turn.
I don't have a chocobo model so I have used the chicken model instead. I have looked for a chocobo model, but haven't found one. I think the chickens look kind of cute in the differen't colours and the way they run in the chocobo race.Why is chocobos chickes ?![]()
http://www.wc3c.net/showthread.php?t=93662
This is that hawkstrider thing. It looks Like a chocobo knight unit. In the W3 veiwer, the chocobo is meshes 1-7 & 10. So if someone could remove the other meshes for you...Me personally, I'll just erase the .blp using gimp for what I need invisible and remove the team color on the invisible parts.
Thanks for your interest. I am not currently working on any updates to upload. If the current version really sparks your interest and you feel you want more; private message me your email address and I'll send you a slightly more developed version.What's up ? The project is still alive ?