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    posted a message on Camera Shaking

    hey guys, i was wondering if anybody can help me with this

    im trying to get an ability to shake the camera for all players during the "earthquake" . Its a channeling ability, thus if its canceled the camera shaking should stop .

    The problem is its Difficult to make this MUI and have it stop precisely when the channeling phase is over, any help?

    Its this ability called Earthquake ( from farseer ) http://classic.battle.net/war3/orc/units/farseer.shtml

    Posted in: Triggers
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    posted a message on Patch 1.3 PTR

    looks good :)

    Posted in: General Chat
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    posted a message on I just got a letter from Blizzard :(

    Rod. shows his true colors here. I am no idiot, @#@% means fuck or shit. You got banned hahahahahahhahahaahahahah and then you post a thread here as if blizzard did something wrong and unjustified

    Tip, for your next ban announcement thread, dont post any screenshots, we might believe you next time that you are innocent.

    Posted in: General Chat
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    posted a message on Mineral Tax

    yup , thats the intention

    Posted in: Triggers
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    posted a message on Mineral Tax

    hey guys, is it possible to Tax mineral resource sharing by 25% , and if so what trigger would you use ?

    Posted in: Triggers
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    posted a message on Left 2 Die Mod

    thanks almaity, i looked for the texture set and just found it, damn i suck at this

    yea i was going to do the whole mod as a dependancy, but what i relized is that even though it doesnt increase map size, players on battlenet that dont have the mod will have to dl an entire 40 m.b mod or whatever the size it is, resulting in some longg start game screens cause of "pending" players.

    So i trying to export the ones out manually that i need, and put them into my own custom mod .

    That worked almaity, so thanks again, was missing the textures :P

    Posted in: Art Assets
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    posted a message on Left 2 Die Mod

    hey guys, i was wondering if it was possible to export models from the left 2 die mod and put them into my own mod (so i dont have to inflate my map size un-necessarily since i wont be using the majority of whats in the left 2 die mod)

    However when i do Export model and then i import it, the models appear with no textures,

    Is their a correct way to do this?

    Posted in: Art Assets
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    posted a message on Flame Wave ability doing INSANE damage!

    you could also make it apply a dummy behaviour buff and use a validator to cancel the stacking damage.

    Posted in: Data
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    posted a message on A "chain heal" ability

    @aczchef: Go

    yup i do :P , thats why im like go go 200 data objects for multi a 7 level support heal wave :P

    i did 6 levels with 5 bounces each, riddiclous amount of data editor objects /work :P

    anyway to be on topic

    do launch missile, have impact effect as a set effect of Modify unit /search area. have search area do another launch missile with a 100% similar impact set effect as above mentioned.

    keep rinse repeating till you do each of your bounces. make sure the search area only targets 1 unit .also if you want to make sure the same unit does not get healed twice, include into your set effect a dummy apply behaviour effect . and use a validator to stop it when that buff is on.

    then remake it over and over again for each level.

    Posted in: Data
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    posted a message on SC2 players are so depressing...

    block communications all together at the start of the game will solve

    Posted in: Off-Topic
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    posted a message on A "chain heal" ability

    multileveling this is a pain :P

    go go 200 data editor objects for 1 ability

    Posted in: Data
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    posted a message on Map data obfuscation program

    question, even though it changes the names of the stuff, do they all still line up like this when you click an ability

    http://www.rayforce.net/sc2convert.png refering to the bottom right picture.

    if thats the case, somebody like me can easily click each effect, see what type it is, then rename it to something like Disruptive pulse damage providing its a damage effect, do that one by 1 and its easy.

    the only way this thing will work is if you click an ability (all the linked up parts) should not show up automatically else this will just be a very minor annoyance.

    The majority of abilties will have a button, so even if you cant figure out the name, the button will be adquate information to tell you what ability your working with, then just rename all the easily already linked up parts and thats it.

    Posted in: Third Party Tools
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    posted a message on [POOL][Graph] Map's Quality vs. Popularity
    Quote from LaertesSC2: Go

    @Jinxxx123: Go

    Your map does not add anything new to the table, it does not expand on frenzy, it is just like footman frenzy, with zealots. I will omit SOTIS, it is not the map which is bad, it is the community. Star Battle was a new idea, I like it, cause it blends competition with the ability to pay a lot of games with a lot of variation. Zealot Frenzy brings nothing to the table, while "Rodriguo's" map brings a whole new concept, and its an incredibly interesting one, I'm glad its on the list. Then, there's maps like Desert Strike, Nexus Wars, mindless games that drew people in for some reason. These maps suck, and they do not admit it. I do not understand these maps, I don't care if you made a spawner in the data editor, I don't care that you made everything in the data editor, I am a data editor myself and I have to say, it can't be more difficult than creating three whole new races from scratch. I'll say that outright. But, in the end, you must understand that the Customs list is flawed, and, speaking generally , to not want it changed is selfish to the mapmaking community as a whole. Personally to you, I hope you want the popularity list changed as well, because if you don't you have nothing to say here.

    spoken like a true fucking hypocrite , first you go an "Omit Sotis" , but you cannot defend why you have done this, then you say my map for instance brings nothing new to the table for footmen frenzy which is a complete lie, Yet the very reasons you say on why my map should not be omited exist in SOTIS, its the same terrain as dota from war3, its the same merc spots for jungling, its the same good vs evil, Its the same item build up system,its the same 3 types of heroes, farmers/gankers/supporters. Yet apparently it gets "omited'

    while maps like mine do the very same thing to keep the core elements into the game, yet Sotis is Omited? fucking hypocrite.

    I have changed the entire way of how heroes heal in my map compared to footmen frenzy on war3 (of which i was part of the team that brought the orginal footmen frenzy from Hato Up and Nohunters which is a blizzard featured map for warcraft3 ), i am still from nohunters and zealot frenzy has all the memebers remaining from nohunters footmen.

    i have added Cliff play mechanics (not seen on war3 footies), Every hero i have brought is new and different. I have every single mercenary different, i have almost all the items different , i have chronoboost for your spawns , i have changed the entire upgrade system for units to be an individual based one.

    Go ahead and hate on me that i stuck to some of the elements that made footmen frenzy what it is , you sound pretty pathetic to be honest with your arguments to come and tell me i havent innovated frenzy, a last ditch effort maybe ? i have argueable innovated frenzy way more than SOtiS has innovated dota, as the only innovation i have seen does not change to core gameplay at all in SOTIS, the recipe system is the only part thats better than the war3 system.

    For ZF when you have the entire healing system for heroes different which now allows "on the go healing", and chrono boost for spawns with cliff play that is GAME changing and makes it a drasctically different game

    So continue to be a hypocritical please. Haters will always be haters.

    Posted in: General Chat
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    posted a message on [POOL][Graph] Map's Quality vs. Popularity

    the way i see it is like this, its really easy to pass judgement on stuff you simply do not understand what your talking about, If map makers see some of the first page maps as easy mode, Then go ahead and create them.

    Im pretty sure guys such as yourself, would watch my map and be like, This map is EZ mode. Well guess what, Everybody complains about the data editor taking heaps amount of time, Zealot frenzy for instance doesnt take much triggers, HArdly any as a matter of fact, bascailly all u you need is some win /loose /set team triggers and your done, but for the data editor work? think again, this map requires SHITTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTLOADSSSSSSSSS of data editor work. The stuff that makes map makers here tear their hair out it takes so long.

    But guess what, Triggers alone dont define how much EFFORT it takes to making any of the so called "ez mode" maps.

    If you look at the common theme of all the first page maps, they are all Extremely heavy in data editor work .

    I see guys like rodriguo put togeter maps in just a mere 2-3 months , and claim them to be Great amazing deserving maps that clearly wont be in his biased poll of "average maps"

    If anybody here took the slightest amount of effort to see what it takes to create such a map as mine, you will Scream in tears at the amount of work. I started ZF since BETA, and i have the youtube video post date to prove it : date posted june 13th

    7 months of HARD work , and im still making it up to this day, When maps like Nexas word wars or debates are basically "DONE", Completed, nothing substantial to be added again.

    If you look, every map at first page, is a continous never stopping work in delevopement, all the players know that new versions will just keep being pumped out that change the games themselfs drastically and keep things fresh. (and by drastically i mean additions of new Heroes, or new items, or new tech choices, or units or whatever, theres no limit to how much features you can add is the point im making)

    So please, before saying certain maps are Ez mode, Actually play them first and try to understand how much effort it actually takes. Ive spent many a day bascially from as i wake up to as i go to sleep mapping ZF, to then hear douchebags like rodrigue just dismiss maps as "average" or "aweful" in a very public poll when rodriguo has nothing to show for it .

    You go try making ZF ,

    -create 3 custom spells that level up to "6" YES 6 levels in this god forsaken editor, with 3 levels of ultimates also, and have 20+ heroes in the game with all unique abilties following this rule per hero., and make numerous mercs with specially made custom abilties , Go make 50+ upgrades for your units Each indivdually, and 40+ items that arent all just "stat buffers" , then make 5 tiers with 5 units each, and make a unique racial upgrade for each teched unit with its own requirements,

    Do level skip requirements for each hero at level 1/4/7/10/13/16 for standard abilties, and 6/11/16 for ultimates and then come back to me and tell me thats an "ez" map to make..

    Some guys here ( not all) simply have no clue what it takes.

    Posted in: General Chat
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    posted a message on GENDER Poll

    there are no girls modding sc2 :P , if any vote their gender as female its a lie .

    Posted in: Off-Topic
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