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Time Warp - Revisited

Basic idea by teuncreemers. Inspired by writing complex 2-D arrays, I made Time Warp a group spell by using 2D arrays within a hashtable. This spell is fully-MUI and heavily bug-proofed.

Launch this spell on a target area and you have them right where you want them! Units that attempt to flee will be attacked by the magic of the portal; units that stick around are at your mercy... there is no escape!


A fleet of inter-dimensional banshees haunt the targets in a select area until the link collapses, thrusting each victim back through time, retracing their steps.

Magic lasts longer and has higher Area of Effect at each level.

Credits:
- Berb for Projectile, Knockback Lite
- Grim001 for AutoIndex and AutoEvents
- Anitarf for Vector

Spell requires Warcraft 3 patch 1.30, extensive modification for Projectile (to use Effect type instead of Unit) and slight modification for AutoIndex (player count increase) and Vector (replace null return value with 0).

Keywords:
Time, warp, travel, system, machine, original, spell, bribe, teuncreemers, vjass, Zinc, fun, high, performance, versatile, youtube
Contents

Time Warp (Map)

Reviews
11:11, 26th May 2010 The_Reborn_Devil: The coding looks very good and it's well documented. Many constants which allow users to change it too. The effects are neat as well. Status: Approved Rating: Highly Recommended
Level 14
Joined
Aug 8, 2010
Messages
1,022
Amm... i have a problem - when i open the Time Warp map and when i click 'Test map', Warcraft 3 stars, but doesn't load the map. I mean that its just like i have launched it from the desktop. It loads only the menu and asks me to select a map to play. Please help! :? (also when i try to save the map - my War3 Editor crashes)

Probably the spell is so d*mn cool that it can't be used. :p :D
 

Bribe

Code Moderator
Level 50
Joined
Sep 26, 2009
Messages
9,464
I have updated this resource to be 1.30 compatible. Using the new natives, it now uses effects instead of units. It comes with a massive performance improvement, the expense of not being backwards-compatible, and requires several ancillary resources to be modified to work with it.

It isn't done, but it is in a functional place. I plan to ditch AutoIndex, AutoEvents, Projectile, Vector and Knockback Lite, with GUI Unit Event, Knockback 2.5D and a GUI Projectile system, as well as making this system GUI-compatible, but that is going to be a much bigger project.
 
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