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    posted a message on What lags more Unit or Doodad walls?

    Unit Wall Doodad is just plain model with Event Element.

    Posted in: Miscellaneous Development
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    posted a message on A little help here..

    Hey uh, sup. I need a little help with a minor tweak here, using Helrals UI Override' I still don't get it on how to activate or/ make it work through Game UI data, If anybody out there could help me.

    I'm gonna try to change UI Resource Icon, and some stuffs.

    btw ' I also need a bunch of DDS Command Panel Icon, or if anybody out there could suggest me some Medieval-tileset.

    Thanks

    and uhh, Zero Point 2 will be released soon / / btw , there's a little bug with Any unit takes damage.

    Probably a Data Problem or Trigger, But I could barely notice' My Triggers, are crammed up and confused. So if anybody out there' Could suggest something, I would greatly appreciate it.

    Should have made an extra copy before moving on. Damn

    Posted in: Miscellaneous Development
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    posted a message on Unit Spawn with Limit Integer Based RPG-Style

    First off create 2 types of triggers and 1 Initialization Trigger / /

    The one that creates the unit, and the one that checks/ /

    Lets start off with the one that creates.

    Create 3 triggers, right ?

    1st Trigger / /

    Map Initialization

    Create a Var = Unit Type

    Create another Var = Spawn Point [Array of about 1-3]

    Set Spawn Point 1 = Point 1 Set Spawn Point 2 = Point 2 Set Spawn Point 3 = Point 3 Set UnitType(MyNameForUnitTypeVar) 1 = Roach Set Unit Type 2 = Broodling

    Run Trigger (Name of 2nd Trigger / /)

    2nd Trigger / / (Initially Off)

    Turn (Name of 2nd Trigger Off) Repeat Actions Forever

    Wait , Interval of 2.75 minutes' Periodic won't work out, If you won't try this long process, It only costs 2kb+ tho, But the override grants you better.

    [Then at this point create a Variable Integer for the Limit (Unit Limit Maximum of 45)_]

    If = Unit Limit 45

    Then

    Stop All Instances of Trigger, Turn (Name of 2nd Trigger) Off / /

    Else

    Create 1 UnitType (Random Integer Between 1 and 2) for Player 15 at Spawn Point (Random Integer Between 1 - 3) set last created unit as [Create another Variable for the unitVarValue = Lets just say OneWaySpawnUnit/ /]

    Pick each unit in entire map, Owned by Player 15

    Then Order OneWaySpawnUnit to attack Hero Unit and blah blah blah/ / stuffs like that..

    Now for the UnitLimit / /

    OneWaySpawnUnit enters map

    Then

    modify UnitLimit + 1

    don't forget to create a text for the checker / /

    A roach has spawned stuffs like that (1-45)

    after the count stops, Dont forget to add up Remove Last Created Unit on the 2nd Trigger / / so that it wont mess up..

    then there it goes for the unitSpawn RPG-Style

    Posted in: Tutorials
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    posted a message on Kill Streaks

    I found this part kinda intriguing in my part/ Since mine is just a Looping of how many Streak a player could execute, Then wait for 35secs, Set Streak(Integer) to 0

    or when a UnitDies it resets //

    Posted in: Triggers
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    posted a message on Hero Revival Timer and Spawn with Unit Limit[Integer Based]
    Quote from Eaglesight: Go

    @Mugen245: Go

    Yes, the screenshot you linked (http://s9.postimg.org/9uyybwwct/Screen_6.jpg) did not contain any UI override, only dialog items. I answered the question you asked someone else.

    Right, I didn't know it was that one you were referring to, Should have taken a glimpse twice before posting, Apologies for the offense lol

    Posted in: Tutorials
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    posted a message on Hero Revival Timer and Spawn with Unit Limit[Integer Based]

    I'm trying to make an Engine where the game itself' "creates" the fun, Something kinda out of override method.

    And that I don't usually use builtin functions, instead i calculate my own using variables until I could fully understand how to use it.

    I used Timers once, It was pretty cool and steady, Was just trying this out for bothways/ Map-Engine system/Arena,Revive,Spawn Time Count stuffs like that using numbers.

    Gonna try your demonstration but only until I could warm things up/ Then remodify em' somehow. Anyways thanks.

    Posted in: Tutorials
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    posted a message on Hero Revival Timer and Spawn with Unit Limit[Integer Based]

    @Eaglesight: Go

    Dialog with Dialog items you say ?

    Dude, This is plainly UI Text Message / by the way you designed yours. Its Dialog with Dialog Items //

    Mine is like an inGame engine partition //

    The design was making an Interval with Integer + during execution then Display the Integer afterwards , Here's the sample.

    Embed Removed: https://www.youtube.com/v/0fN73plTFOQfeatureyoutube?fs=1
    Posted in: Tutorials
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    posted a message on Setting up "lobby player = ingame player" trigger

    Since you said something about "Locked Alliance" something sparked my Curiosity.

    Posted in: Tutorials
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    posted a message on Characters you would like to see included

    Zeus' Paladin' From Dota 1

    Posted in: Heroes of the Storm
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    posted a message on Hero Revival Timer and Spawn with Unit Limit[Integer Based]

    @xxxDisturbedxxx: Go

    This "Itself" is a tutorial, Still not finished yet tho. Have patience.

    Btw is this a UI Override result ? Cool map btw.

    http://s9.postimage.org/fvwn8ziz1/Screen_6.jpg

    Posted in: Tutorials
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    posted a message on Hero Revival Timer and Spawn with Unit Limit[Integer Based]

    Hero Revival Timer is as easy as Pie

    Create New Trigger then name it = Revival Timer (Initially Off)

    Var = Timer Count(Integer) Timer Count Max (Value of 10) Hero Revival Text("Hero Revival Till") Seconds Left(") Seconds Left") Hero Unit(Last Created Unit) No Multiple Fires(Boolean)

    Conditions = Hero Unit() has Valerian02

    Actions If ((Hero Unit) is Hero = True) Then Set No Multiple Fires = False Attach Some Actors/Models Whatever Your Choice Is.

    Repeat Actions Forever (87SecInterval) Modify Var(Timer Count) + 1

    If (Timer Count = 11)

    Then Display Text ("Your Hero Has Revived") Wait 1.65 Game Time Stop All Instances of (Hero Revival Trigger)

    Else Display Text (Combine Text (Value01[Var"HeroRevivalTill"]_(Text With Color (Combine Text[Convert Integer to Text(Var"Timer Count")]_(Combine Text[Value01"/"]_[Convert Integer to Text(Var"Timer Count Max")Combine Text(Var"Seconds Left")])))


    (Map Rip Off Mine) [SOON Unit Limit Spawn using Integer then Stops it.]

    Posted in: Tutorials
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    posted a message on (trigger) increase timer if/then

    I'm working the same as yours.

    Simple as this I say,

    Periodic Event 0.87 = Time Interval

    Var = Timer Count

    Repeat (Forever) Wait 0.87 seconds

    Modify Var Timer Count +1 If-Then Else Timer Count = 21 Then Turn (Current Trigger) Off

    Else

    Display combine text </fb26488> combine text[ text to integer - Timer Count Var] </c> for Var Active Players to Directive Area.

    I'm currently working with a RPGic genre like Map. If you'd wish, You could join mine.

    Just a sample tho, Its not literally a working one but its as simple as that.

    I Initialized it = Off because I wanna run the trigger itself through OneTwoSC's Revive trigger-based/+data

    Posted in: Triggers
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    posted a message on Diabolical Hero Siege

    Dude for the Demon Hunter, I could atleast suggest Alleria from WoW Model Pack with a little spin off hoodie, Using ranged ballistic weapons(Sniper Animation) as Bow.

    Posted in: Project Workplace
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    posted a message on Hurricane Shrine (Recruitment Center)

    Recruiting Trigger Editors/Data Experts more on unusual probably. Or preferably ones which could sense awesomeness through instincts(I'm one of those, If only I'm already a Programmer myself[Still Studying]) and Terraining experts.

    Members [Might atleast acquire physics as follows"C-Plus Knowledgeable, has experience with playing RPG and/or Dota/Dota2, Could freehand scripting(Out of the Blue ideas/ Don't worry I' am alike myself, So literally no offending or insulting might occur, Simply jumpstart with me. And that somehow me and OneTwoSC are the same, My half blood is british by the way/ so there's no need to worry out here. Also requires members with messengers(YM?MIRC/ QQ International and stuff like that)] Could work 1-3 hours with exact concept calculation, Depends if I'm mad or whatever you could contribute/ Especially UI which is pretty much difficult for me and that I'm convenient enough using algorithms with some slick clean looping myself.)"]

    And that I'm not broadcasting for useless reasons. / I'm making a game on the process alike to Dota 1 which is based mostly from the game itself, Good side defeating the dark side/ Sentinel defeating the Throne/ or the Throne manifesting the Sentinels (Depends)

    Mine will be pretty much like to Monster Hunter - Grind for Item, Making kills out from the Shroud, Unspeakable words as skill visuals clash upon one another. Turning the fun of the game upside down (Winning/Losing team pretty much like any other usual online game genres)/ Kinda Diablo 3 PvPic yes?. Rush for Boss Mobs either, which pretty much gonna be respawnable with Item Shop/Crafting system/And Convenient gameplay experience, Which is still a work on progress.

    Still writing a note for that, While on thy school tho.

    So watcha waitin for? Wanna experience the fun?

    Posted in: Team Recruitment
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    posted a message on Hurricane Shrine

    Hurricane Shrine will be a ripped off from MonsterHunter-Style which is grinding, and has a spin off from mostly RPGic online game genre with items and stuffs and a little- Moba-Alike to Dota system which will be based most likely on Numerical Calculations and text tags.

    I'm currently looking for Members however with Advance C knowledge.

    Posted in: Map Feedback
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