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    posted a message on Learning abilities: detect occurance and set?

    @Thalassicus: Go

    That was the map before patch 8 or something? I think they changed the code. Did you really imported custom code into data editor ?? BTW, there was no abilities with that name that I can find inside.

    Posted in: Miscellaneous Development
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    posted a message on Learning abilities: detect occurance and set?

    @Thalassicus: Go

    Small question. How do you get learnable skill for hero? I have only succes adding Ability type Learn, incrementing each level but could not learn anything. If I know I may figure it out for you.

    Posted in: Miscellaneous Development
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    posted a message on [Bug] Target Cursor Model

    As of right now, the cursor model for AOE abilities position is not adjusted to terrain height. When setting different height than the default settings, these cursor will be offseted while the abilities effects still stay where the mouse is.

    How to reproduce:

    - New map

    - Put down some sentry, ghosts, high templar, queen, infestor

    - Create a trigger to disable tech tree for player 1

    - Go to Data->Modify Map Height -> Set it down to 10 ( this is the overall base map height )

    - Test map, try some AOE abilities -> AOE target model will appear above the target cursor.

    (Seems that all Blizz official map are at default height so the bugs was not discovered)

    Links

    http://forums.battle.net/thread.html?topicId=24401697715&postId=243994738883&sid=5000#0

    Posted in: Galaxy Editor Bugs and Feedback
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    posted a message on WC3 Mechanics ?

    Thanks for the Flags thing. I figured a way to enable high ground vision very simple through trigger:

    HighGroundVision

    Events

    Unit - Any Unit starts attacking

    Local Variables

    Conditions

    (Cliff level of (Position of (Triggering unit))) > (Cliff level of (Position of (Acquired Target)))

    Actions

    Visibility - Reveal (Region((Position of (Triggering unit)), ((Triggering unit) Radius (Current)))) for player (Owner of (Acquired Target)) for 2.0 seconds and Do Not check cliff level

    Working on miss percentage now. Probably gonna use conditions for random integer

    Posted in: Miscellaneous Development
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    posted a message on WC3 Mechanics ?

    @frozendeath101: Go

    not DOTA, i'm making other w3 maps. As i remember, there was no cliff for high ground in DOTA though. Still no hope ??

    Posted in: Miscellaneous Development
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    posted a message on WC3 Mechanics ?

    I'm needing help recreating several WC3 mechanics. Does anybody have any ideas how to do these things ( triggers, data editor ... ) Blizz said that these could be easily changed but I haven't got any luck:

    - High ground miss percentage mechanics. ( Units will not have vision up cliff, only able to attack the attacker with miss percentage ) This guy seems to be able to do it, but he used full vision.

    - Targeting abilities up cliff without vision (eg: you currently cannot nuke or psi storm up cliff )

    -Targeting abilities on units' UI frame( recently removed in patch 9) and on unit's portraits

    - Random damage range ( most important )

    - WC3 Inventory systems. ( the current discovered inventory seems unpractical, the opening button will be overridden with Battlenet chat button when published, items are too small with no hotkeys ( there are already hotkeys ingame for activating items however ) Hope there will be a better hero systems soon )

    - Percentage based armor ( this was mentioned by Blizz ) and damage systems ( this can be done by adding custom weapon with bonus damage to light/amored. Bonus damage to armor may be better )

    - Preserving Unit corpse for revive and raise corpse - More to be added....

    Any idea would be appreciated.

    Posted in: Miscellaneous Development
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