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===[NEW] Spell Workshop [NEW]===

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Level 15
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Jan 26, 2010
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1,642
hi could you make for me a projectile system?it can be something like crucial combats but not entirely the same.for example machine-guns will have a deployed ability where if the player doesn't move his machine-gun will continuously fire until out of ammo which will make it switch ammo belts
and there will be light weapons and heavies

light weapons*ranging from a pistol to a sub-machine gun*will have movespeed reduction like so,only when it's equipped
pistol:20
rifles*plasma rifle is not light weapon though becuase of 48 movespeed reduction*:28-35
sub-machine gun:43
Shotgun
Mediums:
Assault Rifle*techinicly a battle rifle*:45
Plasma Rifle:48
Heavies:
Bazooka:65
Sticky Explosives gun:50
Heavy Machine Gun:60
Grenade Laucher:69
Morter:75
Please work as best you can on these:piru:,also if it's not too much*probably is though*
a search for cover ability and a Man ability*which work on vehicles and turrets*and puts you in control of it.
Sticky Explosives gun projectile sticks to buildings for five secs before creating a mild explosian,deals 150 damage if it explodes after sticking to a building,deals 250 if it hits someone.
assault rifle has automatic mode, and single shot*and a grenade mode if possible,which uses different ammo*
Plasma rifle has two attacks, regular shot, and Charged shot*takes up 3 more ammo in your mag(mana)*
Sub-Machine gun has only burst mode.
pistol has 30 ammunition and you start off with 60 rounds,unfortunately it also deals only 20 dmg,so you rely on its rapid fire ability.
Grenade Launcher has unlike the grenade launcher for crucial combat a five second bounce effect once it lands*if it's too hard forget it*
Morter requires that you are not moving period to fire it accuratly otherwise morter shot moves 20.degrees to the left
Rifles are:
M1 Garand:classic rifle bolt action*meaning you automaticly reload with every shot,you can achieve a sorta gattling effect*
Springfield:also bolt action*all bolt action rifles share the same ammo*
M1 Carbine:the only semi auto rifle,short clip of 20 ammo per mag.some target switching availible.
And Utilities:
Grapple:dashes the user diagonally to it destination*can only be used on high ground,with room for the marine of course*
Zip Line:Creates a temporary zip line for anyoneto zip line to lower ground.
Bandage:seals up a wound,healing 120 health points,also cures bayonet wound*poison*
First Aid pack:Dr.Farley's cure all,for it heals 400 health*which is a marines entire health*,dispels debuffs*aka poison,bayonet wounds etc.*
Bayonet:actually one of the extra abilities,you slash in a 180.degree arc wounding anyone nearby.hence making em lose 90 health and getting a bayonet wound.
also make a nade system please*which also throws nades*
there are three kinds of grenades
FlashBang:which blinds an enemy and makes em see only pink light or purple light.
Photon*95 dmg*:this grenade deals less damage then a regular grenade but has a wider AOE radius then a grenade radius.
Grenade:Heavy firepower*140 dmg* but with a small AOE radius of 50 whereas a photon grenade enjoys a nice 130 AOE distance
maximum of eight photon,flashbang,and regular grenades per player.take your time though....:piru::piru::grin::grin:
 
Level 33
Joined
Mar 27, 2008
Messages
8,035
mckill, try this:
  • Custom script: call UnitAddAbility(udg_Dummy, 'Aloc')
This is for first cast/born

This is for removing locust:
  • Custom script: call UnitRemoveAbility(udg_Dummy, 'Aloc')
I suppose that "Dummy" is global variable (Unit Variable) and be saved by hashtables or something for future referrence

Make sure that the dummy doesn't have Locust ability in Object Editor to start with.
 
yes true but they have different index or Id, remember that if the hero revives...

If the shaman is revived, the birds will be teleported back to the shaman and become unselect-able (locust) again. And their hp will be fully recovered.

not to mention that if the hero dies 'again', then another index is created, thus, very complicated...
 
Level 10
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Mar 19, 2010
Messages
622
that's not my term, it's you who said that...

This...
Sorry for that. My bad, my bad. xP

I'm using your Fire Erruption as one of my boss spell, with some model change to make a "Shadow Erruption". But after the ground raused, the wave doesn't goes out.

Edit: Mckill I've tested your spell. There's some point that's not fit my request.
1. The two bird should be "locust" when hero's alive. Just be selectable after they died.
2. The spell is passive spell. Bird are summoned upon the summoning of hero. Means when the hero first called out or revived the bird spawns.
3. The intervals between their movement are too slow. Maybe order them to move every 1.5.

That's all for now. Thanks.

Edit: One more problem. 2 birds per shaman. A shaman cannot have more then 2 bird at the same time.
 
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Sorry for that. My bad, my bad. xP

I'm using your Fire Erruption as one of my boss spell, with some model change to make a "Shadow Erruption". But after the ground raused, the wave doesn't goes out.

Edit: Mckill I've tested your spell. There's some point that's not fit my request.
1. The two bird should be "locust" when hero's alive. Just be selectable after they died.
2. The spell is passive spell. Bird are summoned upon the summoning of hero. Means when the hero first called out or revived the bird spawns.
3. The intervals between their movement are too slow. Maybe order them to move every 1.5.

That's all for now. Thanks.

1. You can add a locust ability but you cant REMOVE IT, that's why I give invulnerability, I cant replace the unit coz the index will be ruined...

2. I'll see...

3. They cant attack if 1.5 seconds coz their cooldown is 2.4, the timer MUST be higher than the cooldown...

anyway I have a lot of modifications next version...
 
Level 10
Joined
Mar 19, 2010
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622
@Def: Ok. I din't notice that before. :p Testing now.
@Mckill: I have two suggestion:
1. About the moving part is it possible to use a boolean to check whether the bird's attacking and if not then order it to move?
2. About the locust part can you make when i selected the bird when shaman is alive it auto deselect it? Maybe a boolean will make this possible.

Edit: Def, I've tested it. Besides the times life for hero, every thing seems to be okey. But like you said, the moving part.
 
Level 33
Joined
Mar 27, 2008
Messages
8,035
I already told mckill to do it via hashtable (easier saved data) but he don't want @@
Because, indexing method can't save a data for so long and by using the replace unit, all index is fucked up
:(


You're gonna thank him, millions of time !
Does a request in both version, GUI and JASS !


Btw mckill, if people are saying that use coordinates will perform better than locations/points, can we use coordinates in GUI instead of single location ?
 
OK, I have come into a solution for the locust ability, pretty simple but IT CAN BE REMOVED!...
  • Untitled Trigger 001
    • Events
    • Conditions
    • Actions
      • Custom script: call ShowUnit(YOUR UNIT, false)
      • Custom script: call UnitRemoveAbility(YOUR UNIT, 'Aloc')
      • Custom script: call ShowUnit(YOUR UNIT, true)
All things is fixed now including the passivity of the spell/teleport and revive/attack...except the movements in circles, which is I will sort it out 'if I can'...

Defs, If you noticed I used a combination of indexing and hashtables...the next version will be good...


Coordinates are very useful and 100% leakless coz you dont need to remove them...

You may create coordinate in GUI but the thing is most of them uses locations...

Importance of coordinates, example...Angle Between points...

in GUI...
  • Set Angle = (Angle from (Position 1) to (Position 2)
in JASS...we dont use locations...
JASS:
local real angle = Atan2(GetSpellTargetY() - GetUnitY(unit), GetSpellTargetX() - GetUnitX(unit))

BTW, I think Ima join the spell contest once I've finished yeohxin's spells


@rysnt11
It'll take a long time, I have load to do now...
 
I mean that's the correct way of handling Angle Between Points using coordinates not locations...

GUI is...bj_RADTODEG * Atan2(GetLocationY(locB) - GetLocationY(locA), GetLocationX(locB) - GetLocationX(locA))

but in truth, the above (post 1887) mentioned is better coz it doesnt use/remove locations therefore 100% leakless...

jass understand both, in GUI Im not sure if it can use radians...
 
Level 10
Joined
Mar 19, 2010
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622
mckill2009 said:
All things is fixed now including the passivity of the spell/teleport and revive/attack...except the movements in circles, which is I will sort it out 'if I can'...
Nice to hear that! But what do you mean the movement is circles?
They don't need to move in circle, but their move order interval should be changed faster and does not order them to move when they're attacking.
 
Natures Guard is done, wait and see on how cool the effects are...

About wild's presence, you said...
which will FLYING AROUND the shaman(within 1500 range)

I already tried many times but it cant be done that way...also, it can interrupt orders like the 'attack', so I just adjust the loop and the cooldown of the attack...
 
Level 15
Joined
Jan 26, 2010
Messages
1,642
yes i believe a weapon switch/projectile system and a nade stock system.and also the weight system,and sweet you already finished the weight system,good job :piru:
and which kind of camera system do you think i should make,ability camera system or text command camera system?

and the map i need this stuff for is going to be a shooter Map,cool huh?i think it'll be called Battlefield Warcraft.if you have better idea for a name please tell me,thanks

and maybe later i'll create a Dota or something like that.But one things for sure,if i need a ability i'd ask you guys for help.

also maybe a stomp which sends 3 shockwaves that deal 90 dmg,pointing in a sorta triangle,one for each tip.they go 30 feet,+ 20 feet and 20 dmg for every lvl.the stomp itself deal 130 dmg.gaining +10 dmg every lvl.this is for my rpg that i will make after my shooter.

heres some other things i may have:

mythril shield:when equipped deflect all projectiles 20 feet away from you(with the exception of siege weapons or powerfull magic,during which it will be destroyed)

do you think you could help me make a lords of the realm like system?

send me a pm if you can make this.
 
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