| 09-08-2003, 10:02 PM | #181 |
Spawned troop upgrades have been added. Priests/Necromancers learn Heal at level 2. Sorcs/Banshees learn Slow(attack speed only)/Curse at level 3. Warlock's Staff is now functional. 3 new items added to secret shop. Bane of the Living switched models and is fully functional. Hopefully fixed a bug with Razor Fury. Added walls to the side of the map, so units cannot be Pike Slammed off the map. This was pretty much gg if it happened to a hero. Bunch of minor changes.... I forget them =P Staff of Angelic Retribution removed for the time being. |
| 09-09-2003, 05:13 AM | #182 |
found a couple nasty bugs in 1.4, so i fixed em up. here's 1.5 |
| 09-09-2003, 05:45 AM | #183 |
I know it would be kinda alot of work but I would really appreciate it if you would write down the spells you edited to get your custom spells. I sometimes have a hard time figuring out what to edit to get a given effect. |
| 09-09-2003, 09:18 AM | #184 |
most of the flashy/unusual ones are done w/ triggers... i'll try to come up with a list tomorrow |
| 09-09-2003, 10:25 AM | #185 | |
Quote:
You know, that flash of the blade really gave me a great idea. I'll try doing a Matrix style battle cinematic. You know, an archer shoots, arrow freezes in air then camera rotates around it and arrow starts moving again. All with animation speed :) Anyway, most of the spells in the map are really easy to make. |
| 09-09-2003, 04:25 PM | #186 |
Zoizite, I got a questions. I remembered that u had also a spell that throw a unit on the floor and then moved it back. what do i need to do that the unit isnt moved up cliffs or behind trees or on water... the most important part would be trees in my map.. i will use triggers that require to kill a unit, but if someone puts the unit behind a big wall of trees or something... or is there another easy to do way for moving units way? (like spawning an invisble unit and moving it away.. moving the target to the position to the invis unit.. but that sounds somewhat difficult) |
| 09-10-2003, 10:19 AM | #187 |
Bloodlust, here's the part of the trigger that detects if the target should stop: Code:
Slam Actions
Events
Time - Every 0.03 seconds of game time
Conditions
Actions
Set SlamX = (SlamX + 1)
Destructible - Pick every destructible within 175.00 of (Position of SlamTarget) and do (Actions)
Loop - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Destructible-type of (Picked destructible)) Not equal to Ruins Naga Circle
Then - Actions
Set SlamDestructible = True
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Terrain cliff level at ((Position of SlamTarget) offset by 175.00 towards SlamAngle degrees)) Equal to (Terrain cliff level at (Position of SlamTarget))
(Number of units in (Units within 175.00 of (Position of SlamTarget) matching (((Matching unit) is A structure) Equal to True))) Less than or equal to 0
SlamDestructible Equal to False
Then - Actions
Move them
Else - Actions
Stop and StunThis is only part of the trigger. |
| 09-10-2003, 10:48 AM | #188 |
The Eleventh Hour Beta 1.6!!! Ok this one's a BIG change. Bug Fixes first: Fixed a bug causing a unit effected by Poison Sting to die instantly if it was hit by another ability based on Shadow Strike. Found this one while playing as the Maiden of Agony with a Warlock's Staff. Healing Staff's Holy Light has been removed. Cost has been reduced. OK, the gameplay changes!!! Capture the Flag has been introduced to 11H! Players will now vote by use of dialogs on the following: Town Hall victory on/off Head count victory #/off Capture the Flag #/off If all have been voted off, Town Hall victory will be turned on. Learning dialogs was a bit of a pain but I got it down, I think. This was my first time doing anything w/ them. If you download this, remove the " [1] " in the filename while saving.... wc3c changes the filename |
| 09-10-2003, 11:37 AM | #189 |
thanks, that will be damned hard work for me |
| 09-10-2003, 05:39 PM | #190 |
Zoizite, I don't know if you noticed, but second hero on the top of the undead side (that Avatar of Vengeance model) - second spell doesn't work... It never did, anyway... |
| 09-10-2003, 08:34 PM | #191 |
The Spell "Ethereal Touch"? That spell works and has always worked. I get it every time I use (him/her/it). I'm pretty sure all of the spells work... I've tested this thing pretty throroughly(sp?). If it doesn't work for you, tell me what you're doing, so I can check it out. Did you put it on autocast? I never do that. I think that may be the problem. |
| 09-11-2003, 12:21 AM | #192 |
Hmmm dunno if you wanna know it or not or if u found out already on your own: I worked around this pretty easy. I moved the unit like 100-100-90-80-70-60-x-x-... before. Now I put the movement steps to 50 with lowest possible wait command between. The unit will NEVER move up a cliff or behind trees. warcraft3 tries to place the unit "50" in the direction, thats less than 50% of all important doodads and like less than 30% of any cliff. so the unit will be placed at the next possible point = from the direction it was moved. so i need no doodad-control trigger... |
| 09-11-2003, 02:53 AM | #193 |
I couldnt find any maps on B.net, so i decided to play alone Nice effects there zoi, but i still cant find that dang housemaster probably telling joe to shut up Anyways, great map, love it, nice upgrade costs ((took me forever to get to it alone)) i like the entire thing. Please, next update, try to squeeze in housemaster |
| 09-11-2003, 07:37 AM | #194 | |
Quote:
Yes, Ethereal Touch. It was supposed to heal unit(s). However, no matter what I do, put it to autocast or activate it myself, it seems not do its job. Tell me, is it also supposed to heal your hero? Cuz it doesn't. And I didn't notice any health increase with other units either. I don't know, I'd probably have to see the spell to say what's wrong, but I have every confidence in you too. Of course, I might be wrong and the spell damages enemies, wich I haven't checked... |
