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    posted a message on Critical Strike Solution

    making critical strike is easy if you just create multiple crit weapons and use buffs to switch out the weapons per level. The biggest and toughest problem i have with critical strike is trying to get the blademaster to animate properly when he is doing a critical strike.. As you know he has a special animation for critical compared to his regular attacks. Now that is really hard for me to figure out.. Basically i can do it, but only with a damage response buff but that causes blademaster to attack twice to trigger a crit. Making the animation look really funky. ( the reason why i needed multiple different weapons is to act as a dummy event for the critical attack animation) But because the damage response buff triggers after the damage is done the weapon switch slightly to late and always looks glitchy (1 cut short attack animation followed by the correct attack/slam animation)

    Any ideas how to get critical strike to animate properly on a blademaster? Even if you use a separate damage effect for the critical strike just to give it an actor event it will still look like its glitching the attack/slam because the regular weapon will have him play his standard weapon animation. and if you have more than 1 blademaster on the map both of them would be animation glitching at the same time due to i guess global variables being used instead of locals.

    I lost. If it wasnt for all this frustration on getting blademaster to animate his critical strikes properly it would be a really ez ability to make. As in its just a simple weapon with a chance based apply buff before the damage effect. If only it was that ezzzz. The biggest problem is the fact that a regular weapon start event will have him doing a standard attack animation. If you try to put in an actor event that triggers at the same time as "weapon start" it will cause glitching no matter what dummy effect or weapon switch you use because a damage response event only procs after damage is done.

    any ideas? How to make a critistrike that has blademaster animating correctly whenever a critical strike procs.

    Can someone please make a critical strike with the data editor for me that has blademaster animating correctly ? and by that i mean Standard animations for normal attack, and Attack/slam for critical strike. ( War3 mod to get HD blademaster) with red floating text for damage with exclamation mark.

    Anyone please? I will be able to look at the attached map and see how to do it

    Posted in: Data
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    posted a message on How to make channeling heal ability to continue healing a unit with full HP?

    have a buff with a peridic event that applies a heal again and again and again. It will keep healing until the buff is removed .

    Posted in: Data
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    posted a message on Armor Formula (solved)

    @Scythe1250: Go

    does this still activate on spell damage as well?

    Posted in: Data
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    posted a message on Blizzard Warcraft 3 mod Blademaster
    Quote from Renee2islga: Go

    Go to the model sheet.

    Find the blademaster

    Find the 'event' field.

    It's a model event, not a actor event.

    hey man thanks, it worked. I got rid of the events in the model field. Its kinda confusing why they would put the sounds in a model field and then use code words for the sound being played but anyway yea big thanks again!

    Posted in: General Chat
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    posted a message on Blizzard Warcraft 3 mod Blademaster

    So i am trying to use his whirl wind animation which is attack/walk/stand/spin in actor events. But here is the problem.. i get the animation to work correctly but for some reason its playing the whirlwind sound and it never stops. I have no actor events for a whirl wind sound.. It seems to be tied to the model,however i cant seem to find or disable it. How to stop the whirlwind sound from playing? Let me state again. I have no sound actor events triggering the whirl wind sound. Blademaster appears to do that automatically.. But it its never turned off. The sound just goes on and on and on despite my actor events that do stop the spinning successfully...

    any help would be appreciated.

    [EDIT : SOLVED THANKS TO RENEEE]

    Posted in: General Chat
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    posted a message on I saw this map once but I forgot the name, it was wc3 ladder vs sc2 ladder

    i played that today, it had some buggs but i liked the concept... As in missing abilities and 1 big missing ui at the center which was quite distracting. I think it was called war3star2 . I hope the developer continues to work on it. All he'd have to do is change just a little, like put dust of appearance in every war3 race shop

    Posted in: Map Review
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    posted a message on Arcade Lobby Question
    Quote from Zer0skiller: Go

    I have always wondered how to make the lobby allow to move players/ai but have the right player number, for eg in a 3v3 lobby if theres is a game of 2v2, the player numbers will be 1,2,3,4 (i will need 1,2,4,5) and my whole map code is done based on player numbers (1,2,3 team1, 4,5,6 team2). Only works with locked on team (in which u cannot move players as host) to have in a 2v2 game player number 1,2,4,5.

    Also ik theres the solution of player groups but it aint a solution for me as i have to rewrite a huge amount of code.

    pretty much my problem and people here dont seem to understand that. If i unlock the lobby.. It messes up my team assignments bad. my modes depend on either 3v3v3v3 or 6v6 as a vote so i use triggers for settings teams instead. But this seems prevent me from allowing host to switch players. If i do allow it the map bugs out. But i havent tried it in so long. I always thought it was a glitch.. so apparently its something to do with player numbers?

    Posted in: General Chat
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    posted a message on Arcade Lobby Question

    Hey, i was wondering if anyone can answer me. I think its a simple question for those that know. In a game lobby,how do i enable the host to move around the players to different teams?

    Posted in: General Chat
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    posted a message on Having problems loading the war3 data mod.

    i hope blizzard stops updating the thing. Because people are using it and it causes problems.. Lots of work will be wasted if they keep doing this.

    Posted in: General Chat
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    posted a message on How to fix this UI issue i am having

    with patch 3.0 and when i added the war3 data mod. I ran into 2 issues. Here is a picture to see what i am talking about. How do i fix the food supply icon for Orc/human/undead/nightelf.

    And how to fix the hero weapon icons ? Thanks to anybody that can help me.

    http://i66.tinypic.com/25tji3c.jpg

    Posted in: General Chat
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    posted a message on Having problems loading the war3 data mod.

    apparently as i typed it, it seems to have loaded up now. I was trying for 1 hour. If i was to guess the blizzard servers were temporarily down? anyway ignore.

    Posted in: General Chat
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    posted a message on Having problems loading the war3 data mod.

    Hi, currently my map depends on the war3 data mod (1.3) . I am trying to do some work today but it hasn't been able to load up this morning. Anybody else getting this problem or is it just me?

    Posted in: General Chat
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