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    posted a message on Weekly Terraining Exercise #174: The Scope of Things

    Sorry I've been gone for a while but I'll upload the map I made a little earlier.. for some reason I lost the final version, so this is an older (and messy) version, but it's something at least.

    Map (File Size was over 10MB due to textures lol):

    With Lightning

    Without Lightning

    Also, I scrapped this map, for now, and I've started on a different version with a similar theme.

    Posted in: Terrain
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    posted a message on Weekly Terraining Exercise #174: The Scope of Things

    I don't think I've ever actually done one of these but here's my WIP of what I've started working on for fun :)

    Posted in: Terrain
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    posted a message on A Terraining Contest - Voting

    Umojan Research Ship, by Nebuli2

    Posted in: Terrain
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    posted a message on Easy Problem

    I want to create an item that can be picked up which allows the unit to place a spider mine down. The item can stack (using charges I assume) so that one item slot can carry multiple spider mines. Again, I basically want to allow units to pick up spider mines as an item and place them as if they were the vulture unit.

    Posted in: Data
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    posted a message on How to Tell if Unit Dies to an Ability

    alright Thanks! I got it to work relatively easily. One other thing, I want to make the cost of the ability zero as well. Can I do that in triggers or do I need to do something in Data?

    Posted in: Triggers
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    posted a message on How to Tell if Unit Dies to an Ability
    Quote from Enexy: Go

    @Terminator8: Go

    Create global variable of type -Game Link -> Effect Create a trigger as follows: Event: Any unit takes damage from any effects Local Variable: Game Link -> Effect = Triggering Effect Local Variable: Integer = Triggering Damage Taken Condition: lv_effect == gv_effect Actions: IF(lv_damageTakenInt > triggerUnit Life) blah

    I can't find Triggering Damage Taken for the Integer variable also, why not just make it unit takes damage from my specific ability effect?

    Posted in: Triggers
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    posted a message on How to Tell if Unit Dies to an Ability

    Is it possible to check whether or not the target of a casted ability is killed by that ability?

    What I mean is, if a unit casts an ability that does 9001 damage, is it possible to check, in triggers, whether or not the unit was killed by the ability and then do some action.

    -> example, Unit uses Ability (SuperSkill) - condition: Target of unit is killed by SuperSkill

    Thanks

    Posted in: Triggers
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    posted a message on [Lobby/Game modes] The complete guide/reference

    any idea whether this still works?

    Posted in: Tutorials
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    posted a message on Group of Units Attack Same Target

    I'm trying to, through data, get a group of units to attack the same target. How can I create a way to do this?

    Posted in: Data
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    posted a message on Purge Ability help

    I'm trying to make an ability that removes all positive buffs from an enemy unit and then slows them for 6 seconds. Currently, the ability just removes all the buffs on the enemy unit. How do you determine what buffs are helpful buffs and which are harmful?

    Thanks!

    Posted in: Data
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    posted a message on Warcraft: A New Dawn - Dev Preview 1

    update with new video!

    Posted in: Project Workplace
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    posted a message on Warcraft: A New Dawn - Dev Preview 1

    @DEFILERRULEZ: Go

    progress should be quicker now! we have a lot more people helping out.

    Posted in: Project Workplace
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    posted a message on Warcraft: A New Dawn - Dev Preview 1

    Warcraft: A New Dawn

    This is the SECOND dev preview of our upcoming Mod for Starcraft 2: Warcraft: A New Dawn. In this demo, you can get a feel for what maps and such moght look like. We are currently trying to add more UI elements (although nothing is really completely added). Please note that much of this mod is incomplete, and when we are done, we hope that people will forget they are playing in Sc2 altogether!

    This is the FIRST dev preview of our upcoming Mod for Starcraft 2: Warcraft: A New Dawn. In this short demo, you can get a feel for the units, and game style. Please note that much of this mod is incomplete, and when we are done, we hope that people will forget they are playing in Sc2 altogether!

    PLEASE NOTE THAT THIS IS PRE-ALPHA FOOTAGE. NOTHING IS CLOSE TO BEING 100% COMPLETE!

    If you have any questions or comments, please direct them to our facebook page or leave a comment here.

    Facebook: www.facebook.com/warcraftanewdawn?fref=ts

    Website: No Longer Warcraftanewdawn.com :(

    ModDB Page: www.moddb.com/mods/warcraft-a-new-dawn

    Disclaimer: This mod and the assets contained within are the property of several people including, but not limited to, the Warcraft: A New Dawn team, members of the Hive Community(www.hiveworkshop.com) and members of the Sc2Mapster community(Sc2Mapster.com). More importantly, this game is by no way directly affiliated with Blizzard or their Warcraft Franchise. This fan-made mod is made using World of Warcraft models and the Starcraft 2 engine, both the property of Blizzard Entertainment.

    Posted in: Project Workplace
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    posted a message on Reskin the UI

    Thank you all!!

    Posted in: UI Development
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    posted a message on Weekly Terraining Exercise #107: Assets (HOTS beta keys inside!)
    Quote from Mozared: Go

    I used my awesome mod powers to put the screenies in a spoiler. Took me 30 mins of work, but it was worth it. We do have spoilers, it's just that only the mods can use them since they require a post to be made-up in raw HTML. Only mods can do this because it would give too much power to regular users. Terminator, please don't fiddle with the post or it might screw up. Thanks :)

    haha thank you! I won't touch it!

    Posted in: Terrain
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