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    posted a message on [Data, Trigger] Most effective Hero stats per level!

    awsome, will do ill put one up in a little bit so people can check it out. currently only have it in the actual map im working on. also to add, you wil need to add a few variables if you want to make sure that the hero keeps their stacked buffs when they revive, save/load, and all that kinda stuff. i use an integer variable and every time i increase the stack, i set the variable to "itself + 1"

    Posted in: Tutorials
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    posted a message on [Data, Trigger] Most effective Hero stats per level!

    Ok guys, good news! i think i just found the easiest way to upgrade hero stats per level without going through the grueling task of adding stats to each individual veterency level! a stackable buff.

    Data Editor

    • Create a regular veterency level thing for heroes, and the only thing you need to change here is the minimum amount of EXP needed to level, dont add any behaviors regarding stats.
    • Create "x" number of behaviors representing the stats you want, set them to attributes (drop down menu under suggest ID).
    • Next make a new behavior and make it a buff (drop down menu just under "suggest ID")
    • Go into behavior and set the stats it'll have, this will be the amount of stats you want the hero to get every time he levels (and starts out with).
    • Scroll down to where it says "Maximum stack count" and "maximum stack count per caster" set both of these to the max level u want your heroes to reach.
    • Go to the unit tab and under "Behaviors +" add all these to it's behaviors: "Hero level, all your stats, and the buff you made".

    As an example of what mine is i have 4 stats, agility, skill power, atk power, and stamina. my hero class is called ranger, so the stacking buff i have is called ranger stats, and then i have the generic hero level, that will apply to all heroes. my behavior tab for the ranger hero has all of these including in that field.

    You are now done messing with the Data Editor

    Triggers

    The only draw back i see to this method is each hero class (that will recieve a different amount of stats per level than another class) will need it's own trigger, unless of course u wanna get fancy.

    Open up your trigger editor and make a new trigger. I labeled mine "Set Ranger Stats"

    • Event - UNIT any unit gains an experience level
    • Conditions - (unit type of (Triggering unit)) == Ranger
    • Action - (add 1 Ranger stats to (triggering unit) from player (owner of (Triggering unit)) (make sure you pick the (add behavior from player) not from caster.)

    Congratulation you are all done!

    Conclusion

    I hope this helps anyone that hates the process of adding each individual stat and stat amount to each hero level, I prolly just saved myself at least a couple hours of work on hero setup alone on my map, was helpful enough to me that i'd post my findings here. plesae reply an let me know what ya guys think.

    Posted in: Tutorials
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    posted a message on World of Warcraft Model (M2) Importer for 3ds Max

    just to update on my progress, i have every animation working now besides the stand animations. seems no matter how i mess with them, in game they're always frozen solid, looking very lifeless and tacky. anyone know a fix to this?

    Posted in: Third Party Tools
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    posted a message on World of Warcraft Model (M2) Importer for 3ds Max

    @Enterich: Go

    Ok so i finally got it to kinda work. i now know how to get the models in SC2, ive loaded it and everything. But now i have two problems, textures, and animations. i imported a northrend worgan into my map and he's all black, no textures or anything. and other than that his animations are funky, the only one that really works 100% of the time is his run. his stand animation is him almost lookinglike he's lunging forward, he's not even on the ground. and some of his atks do the dodge animation or somethin funky like that. can anyone give me a step by step tutorial just on the steps to apply textures in 3ds max and set up all the animations? this would be GREATL appreciated. thanks for these tools though, i've always wanted to use WoW models in a map.

    P.S. also when i try and import charcters from the WoWmodelviewer the model in SC2 has every hair combination possible, even when i import a character that i've made bald. what can be done about this? and how do i attach models to units in SC2 like swords/shields and shoulders?

    Posted in: Third Party Tools
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    posted a message on Exporting Wow Models and Importing them in to SC2?
    Quote from TheSecretArts: Go

    @ezbeats: Go

    20 million a month in income is not the same as 20 million a month in profit. It's a corporation, they want to maximize profits, get over it. The same goes for any game if you want to use their art. Most companies, even little ones, are against use of the original artwork. For example, when I asked Ambrosia Software if I could use their intellectual property, specifically the name, storyline, and related ideas from Escape Velocity: Nova, they said they were perfectly fine with it, under the condition that I didn't use the artwork that came with the game and I didn't charge any money for it. Thats how it works.

    Though I'm quite sure they won't care if you export from Warcraft 3, but from World of Warcraft will make them more wary, but probably not a problem.

    you make a good point in that first sentence... blizzard would be making $20,000,000 a month income from WoW subscriptions alone if they ran for around $2 a month... but in fact they dont, blizzard makes at least $100,000,000 a month income off WoW subscriptions, and im undercutting it another possible $50,000,000 for stop an go users and out dated accounts.

    Posted in: Artist Tavern
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    posted a message on World of Warcraft Model (M2) Importer for 3ds Max

    im stuck at opening the M2 Model Importer, i cant find that importer, or any place to chance the import settings. i have the newest version of autodesk 3ds max 2011 (30 day trial version). can anyone help me get past this?

    Edit* ok I've fixed this problem, im able to do it all except i dont know how to aply textures in 3ds max, they just look grey clay figures. also once i import them inot SC2 i cant find where they are at to apply them to a unit's model. but i can look at it in the preview section but i only see a black outline, with none of it's animations (i did the sequence thing, i just clicked on the animations i want and hit "add") what else am i doing wrong? how can i fix it so i can actually put the model in the SC2 map

    Posted in: Third Party Tools
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    posted a message on Items getting duplicated on Hero revive (HELP)

    Update... 15 seconds after posted i looked over the code again -_- turns out it was because i didnt remove the heroes items from the hero item's stash variable so it just adding aditional items from previous deaths. not my problem is experience, and if anyone could explain something to me regarding array's it'd be greatly appreciated.

    for triggers like this that will hold information for different players, when setting an array what do i have to set it's index to in the individual lines of code to get it to apply to the individual players in the map. or do i just have to go and make 12 identical triggers (12 players) and simply go through and change all the index's for each player and add a condition so each trigger coorispondes to only 1 specific player (this would make this take at least twice as long and redundant) so if you could clear that up for me it'd be greatly appreciated.

    Posted in: Miscellaneous Development
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    posted a message on Items getting duplicated on Hero revive (HELP)

    hello guys, im working on a RPG type map that focuses more on challenging boss fights rather than boring level grinds. ive got the revive system almost worked out. (experience status is giving me big problems, if anyone can recommend a easy solution please do.)

    anyways the problem is that when a hero dies, and has no items in his inventory, but items equipted to him, it works perfectly, and is revived with the items already equipt. but if he has any items in his inventory, it'll revive him with the items he has equipted ->already equipted, as well as them being in his inventory. as well as spawn th rest of the items in his inventory.

    this is what my code looks like for the revive trigger.

    bool gt_Revive_Func (bool testConds, bool runActions) {
        // Conditions
        if (testConds) {
            if (!((UnitTypeTestFlag(UnitGetType(EventUnit()), c_unitFlagHero) == true))) {
                return false;
            }
        }
    
        // Actions
        if (!runActions) {
            return true;
        }
    
        gv_heroType[1] = UnitGetType(EventUnit());
        UIDisplayMessage(PlayerGroupSingle(UnitGetOwner(EventUnit())), c_messageAreaSubtitle, StringExternal("Param/Value/43CF22F2"));
        UnitGroupLoopBegin(UnitGroup(null, c_playerAny, RegionCircle(UnitGetPosition(EventUnit()), 0.0), UnitFilter((1 << c_targetFilterItem), 0, 0, 0), 0));
        while (!UnitGroupLoopDone()) {
            UnitGroupAdd(gv_heroItems[1], UnitGroupLoopCurrent());
            libNtve_gf_ShowHideUnit(UnitGroupLoopCurrent(), false);
            UnitGroupLoopStep();
        }
        UnitGroupLoopEnd();
        Wait(10.0, c_timeReal);
        UnitCreate(1, gv_heroType[1], 0, 1, RegionGetCenter(RegionFromId(1)), 270.0);
        gv_playerHero[1] = UnitLastCreated();
        UnitSetPropertyFixed(gv_playerHero[1], c_unitPropLifePercent, 75.0);
        UnitSetPropertyFixed(gv_playerHero[1], c_unitPropKills, gv_trackExperience[1]);
        UnitGroupLoopBegin(gv_heroItems[1]);
        while (!UnitGroupLoopDone()) {
            UnitInventoryCreate(gv_playerHero[1], UnitGetType(UnitGroupLoopCurrent()));
            UnitGroupLoopStep();
        }
        UnitGroupLoopEnd();
        UIDisplayMessage(PlayerGroupAll(), c_messageAreaSubtitle, ((StringExternal("Param/Value/7A8280CF") + IntToText(UnitGetOwner(EventUnit()))) + StringExternal("Param/Value/493B1DBF")));
        return true;
    }
    
    Posted in: Miscellaneous Development
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    posted a message on [Video, Triggers] Hero Revival

    i have a question about arrays when it comes to the variables "dieing hero" and "temp group" if i make array 12 (going to be 12 players in my map with heroes) do i need to make 12 seperate, identical revive codes with only the indexes changed for each line needed, or will one trigger do this for all players, with somethin special put in the index spaces?

    Posted in: Tutorials
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    posted a message on [Video, Data] Items & Loot Tutorial

    One Major question i have is how do i make items stackable? like quest items an such. they wont be doing anything, like with health pots where i've seena tutorial how to add counts. but like everytime u pick up an item, if it's a certain kind, it can be stacked up to a certain amount (how do u set that amount too). great video, 5/5

    Posted in: Tutorials
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