- Joined
- May 15, 2013
- Messages
- 3,782
Great, be solid!
Proxy, you're trolling us =PView attachment 284874 View attachment 284875 View attachment 284873
WIP of the basically finished mesh.
Hm.. @Paillan @BLazeKraze would you want to join DD_legionTN's team?Just to inform that, both of me and @Stefan.K will be out from the contest. Stefan.K is busy with his real life, and I don't think I could get a team for the contest, so good luck to all participants!
We also still need 2 icon guys, and 1 model guy to fill the teams!
If some model needs to be used for the spell, then it might be used. But the model reviewer will only review the technical aspects for the hero/unit model.Its models made for the spells allowed? Or do we only count one model made for the character?
You can look at the teams, and decide where you want to join. : )
If some model needs to be used for the spell, then it might be used. But the model reviewer will only review the technical aspects for the hero/unit model.
If model is used for the spell, then this will be probably judged at "visuals" for the spell/coding part -- I think it's like using imports for creating the spell.
Sorry so what does this mean?There seems to be only one option at the moment, but the mention of 2 icons and 1 models, gave me the impression that there was more than I was aware of. So I just left it open, as I have little to no specific preferences.
Sorry so what does this mean?
native UnitAlive takes unit id returns boolean
//! zinc
library Charm requires Missile, TimedUnitScale, TimerUtils {
constant real GROW_TIME = 1;
constant integer SPELL_ID = 'A003';
constant real MANIFEST_COLOR = 40;
constant string MANIFEST_SPAWN_EFFECT = "Abilities\\Spells\\Undead\\AnimateDead\\AnimateDeadTarget.mdl";
constant string MANIFEST_SPAWN_MISSILE = "Abilities\\Weapons\\AvengerMissile\\AvengerMissile.mdl";
constant real MANIFEST_SHRINK = 10;
constant real MANIFEST_DURATION = 10;
hashtable hash = InitHashtable();
function stun(unit u, real dur) {
udg_STE_TARGET = u;
udg_STE_DURATION = dur;
udg_STE_STACK_TIME = true;
udg_STE_ADD_STUN = true;
TriggerEvaluate(udg_STE_TRIGGER);
}
struct Spawn {
static method onFinish (Missile missile) -> boolean {
timer t;
integer h;
unit target = LoadUnitHandle(hash, missile, 0);
integer id = GetUnitTypeId(target);
unit u = CreateUnit(missile.owner, id, missile.x, missile.y, missile.angle);
DestroyEffect(AddSpecialEffect(MANIFEST_SPAWN_EFFECT, GetUnitX(u), GetUnitY(u)));
stun(u, GROW_TIME);
SetUnitInvulnerable(u, true);
SetUnitVertexColorBJ(u, MANIFEST_COLOR, MANIFEST_COLOR, MANIFEST_COLOR, 0);
SetUnitScalePercent(u, MANIFEST_SHRINK, MANIFEST_SHRINK, MANIFEST_SHRINK);
UnitScale[u].apply(1, GROW_TIME);
t = NewTimer();
h = GetHandleId(t);
SaveUnitHandle(hash, h, 0, u);
SaveUnitHandle(hash, h, 1, target);
TimerStart(t, GROW_TIME, false, function() {
timer t = GetExpiredTimer();
integer id = GetHandleId(t);
unit u = LoadUnitHandle(hash, id, 0);
unit origin = LoadUnitHandle(hash, id, 1);
IssueTargetOrderBJ(u, "attack", origin);
SetUnitInvulnerable(u, false);
UnitApplyTimedLife(u, 'BTLF', 10);
FlushChildHashtable(hash, id);
ReleaseTimer(t);
SaveUnitHandle(hash, GetHandleId(u), 0, origin);
t = null;
u = null;
origin = null;
});
FlushChildHashtable(hash, missile);
u = null;
target = null;
t = null;
return true;
}
module MissileStruct;
}
function groupLoop() {
unit u = GetEnumUnit();
real x = GetUnitX(u);
real y = GetUnitY(u);
Missile m = Missile.create(x, y, 75, GetRandomDirectionDeg(), 400, 50);
SaveUnitHandle(hash, m, 0, u);
m.source = GetTriggerUnit();
m.speed = 10.;
m.model = MANIFEST_SPAWN_MISSILE;
m.arc = bj_PI/4;
m.owner = GetTriggerPlayer();
Spawn.launch(m);
u = null;
}
function onCastFilter() -> boolean {
return UnitAlive(GetFilterUnit());
}
function onCast() {
real x = GetSpellTargetX();
real y = GetSpellTargetY();
location pos = Location(x, y);
ForGroup(GetUnitsInRangeOfLocMatching(300, pos, Condition(function onCastFilter)), function groupLoop);
RemoveLocation(pos);
pos = null;
}
function filter() -> boolean{
return GetSpellAbilityId() == SPELL_ID;
}
function isSet(unit u) -> boolean {
return u != null;
}
function onDamage() {
unit origin = LoadUnitHandle(hash, GetHandleId(udg_DamageEventSource), 0);
if (origin != udg_DamageEventTarget && origin != null) {
udg_DamageEventAmount = 0.00;
}
}
function onInit() {
trigger t = CreateTrigger();
TriggerRegisterAnyUnitEventBJ(t, EVENT_PLAYER_UNIT_SPELL_EFFECT);
TriggerAddCondition(t, Condition(function filter));
TriggerAddAction(t, function onCast);
t = CreateTrigger();
TriggerRegisterVariableEvent(t, "udg_DamageModifierEvent", EQUAL, 1.00);
TriggerAddAction(t, function onDamage);
t = null;
}
}
//! endzinc
Scourge and Sentinel team is currently waiting for a member! One for modeler, and one for icon artist. If someone is intersted he can just directly post which team he wants to join. The listed members below are potential candidates, but which did not join a team, yet. It was meant for people, so they could come easier in contact with eath other.
Nice, a first spell WIP. By the way, full codes is not even needed/wanted to show. Just little bit, with some explanatory words would be cooler, to get your concept's idea. : )
Since all of the components required to be uploaded into respective sections (if i understand it correctly), so how about a spell which uses wurst? How wurst code uploaded to the final entry/spell section?The final entry must be posted before the deadline in this thread using a demo/test map. The post should be a little presentation of the hero, and must link to all submitted components of the hero (link to Model, Icons, Spell in the resource section).
Love this! Would really look forward into the results of amazing models!
PFF.. here's a WIP in text form o3o I have made the special spell slam animation, added an 'attack ranged' and have tweaked a lot of other animations, including death, dissipate, a bit of stand anims, deleted one too.. i need to tweak the spell anim, and the two main attack anims. And the 'stand ready' needs to be tweaked as well. then i can.. well iunno.. probably finish up the model, post it as a working wip here, and maybe start doing a stand victory animation, just for my own amusement
it will come soon i think o3o i've added a portrait to my main model. although, with how incompatible the skeletons were ( lich and sorceress) she kiinda turned into an odd thing with tho heads, one of which is in a rather undignified position xD but, that's alright. the portrait anims are the only anims where the new head replaces the old in its proper place x3
actually that's the sorceress portrait model that's in an unfortunate place, which I cut up until there was just the head and neck. same with the bones. then i just transferred that edited model to the main model via matrix eater :3 the crown was added a bit after thatOn a scale of 1 to "Copy the entire head with the crown and paste it down", how lazy are you?
Jokes aside, it looks really nice. I approve of me!
Love it... misha!actually that's the sorceress portrait model that's in an unfortunate place, which I cut up until there was just the head and neck. same with the bones. then i just transferred that edited model to the main model via matrix eater :3 the crown was added a bit after that
anyway, here's an unnecessary beauty shot from ingame XD
View attachment 285583
..someone tell me are shadows like this supposed to be on a model? Oo They seem to 'follow the sun' as i move the hero ingame, but i haven't tested it the for the whole war3 day
Ah, okay that won't be repeated.Reviewing and giving more detailed suggestions is definitly not allowed until the contest is over, not here, or somewhere else. Please understand. Any reviewing inside teams is very allowed, though.
@PrinceYaser , your post was removed.
@Misha , I sligthly edited your post, too.
Reviewing and giving more detailed suggestions is definitly not allowed until the contest is over, not here, or somewhere else. Please understand. Any reviewing inside teams is very allowed, though.
I did... Did I justbroke the rule @@?@kangyun have you read the theme, rules, and talked to your team?
actually that's the sorceress portrait model that's in an unfortunate place, which I cut up until there was just the head and neck. same with the bones. then i just transferred that edited model to the main model via matrix eater :3 the crown was added a bit after that
anyway, here's an unnecessary beauty shot from ingame XD
View attachment 285583
..someone tell me are shadows like this supposed to be on a model? Oo They seem to 'follow the sun' as i move the hero ingame, but i haven't tested it the for the whole war3 day
Hmm..I never realized lady Hive has no legs
Aside that. The brush and palette looks cool!