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    posted a message on The Texture Shop (request icons and textures)

    Can someone make me an axe, sword, staff, wand, dagger, armor, helmet, gloves, etc? I am making an RPG and it would be really cool to have these different custom images in my map :) I will credit everyone who gives me an image (Unless there are like 10, then I will probably just say thanks to the sc2 mapster community for art xD). Buy yeah, can anyone make these? Make as many variations as possible, because I will most likely use all of them (Random image for random item).

    Please and thank you! :)

    Posted in: Art Assets
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    posted a message on EvoFrenzy Is Recruiting

    I can most likely help you, but I have school and some other projects I have to work on so I wouldn't be able to go all out.

    I know my way around triggers pretty well I think, I'm still practicing with portraits and model dialog items and how they work (But it didn't seem like you would need anything like this), and I am proficient with most other types of triggers, banks included.

    Posted in: Team Recruitment
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    posted a message on [Showcase] Kailniris's Models

    Awesome thank you for the models :D

    Posted in: Artist Tavern
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    posted a message on [Showcase] Kailniris's Models

    Can you make animations? Like, just an animation? Maybe a yellow electrical field or something like that instead of units? I can't imagine it would be much different.

    Also, can you send me those bridges and stairs at [email protected]. Thank you!! :)

    Posted in: Artist Tavern
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    posted a message on (Solved) Missile Height

    You have to make the weapons launch from the weapon attachment point of the Viking. Currently I believe you are using a launch attachment point that the Viking model doesn't support. To find the right attachment point, check the Vikings attach and see what attachment points it launches from.

    Hope this helped.

    Edit: to clarify, the launch attachment point is designated in the "Attack" actor that I'm pretty sure u have.

    Posted in: Data
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    posted a message on Weapons Splash Modifier Trigger Error (Catalog Entry)

    To start off, do you know how catalogs work? The game basically updates an effects damage using strings.

    The errors you are getting are from incorrect strings. Like the game can not find a field value (e.g. Damage, HP, mana) with that string name.

    From what I see, it looks like this trigger is much more complex than it needs to be. What do you want the trigger to do? It would be easier to help you if I knew what you are trying to accomplish, because the trigger image is kinda hard to follow

    Posted in: Triggers
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    posted a message on shoot to point problem

    You can make a trigger that detects when the player left clicks, then get the x and y coordinates of that click point, then order your unit to use the ability targeting the click point using the x and y coordinates.

    Posted in: Triggers
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    posted a message on Event - Unit within range of unit, Getting original unit

    U can also use the data editor, make a buff that has a periodic effect that searches your desired range, and when the search finds a unit, execute a trigger dummy on the particle.

    In triggers u would then want to make a trigger with the event "player any player uses [whatever u called your triggering effect]".

    With this event you can get the unit that the effect was casted on, and the unit that casted the triggering effect with "triggering effect unit(caster)" and "triggering effect unit(Target)". When you have these 2 units it should be a problem to do what u want to do :)

    Posted in: Triggers
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    posted a message on Event - Unit within range of unit, Getting original unit

    What exactly do u want to do? I'm confuzzled... So u want this unit to check around it at a certain distance correct? What do you want to happen when this "collision" is detected?

    Posted in: Triggers
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    posted a message on Custom health bars - how to?

    Don't you want something like sotis or LoL hp bar? Or did I misunderstand? Also, I uses the triggers blizzard has kindly provided us, it's not as fast as actual custom code, but it helps a ton, especially when you can search for any action that is support by the editor. HotS would just make this problem easier, because blizzard is adding an HP bar like this into their DotA.

    Also, with the 2% hp regen ability thing, what is the regen time currently? Like every second... Or 2... Or 5?

    If you use the actions blizzard provided, you can get a units HP/HP percent easily using variables, or any real value.

    Posted in: Triggers
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    posted a message on Custom health bars - how to?

    This would be very hard I think... It would be best to wait for HotS to come out, it will simplify things like this a lot.

    I can still try to create what you want, would you like me too? I enjoy a challenge, but if you don't need it then there is no need for me to make it.

    Posted in: Triggers
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    posted a message on [Solved] Wall/No walk zone bouncing system

    I found a way to do it, it's kinda sketchy, and it doesn't work for diagonal walls (yet).

    Here is what I did:

    I gave my unit a validator that checks for path able terrain, then I have it trigger a dummy effect, and in triggers I check 8 points at 45 degree intervals around the impact point to see which of these points is path able. Then I set a variable for that point to true if it is path able. Once I know which points are path able, it's easy to find the normal of the wall from the points that returned pathable. :)

    This can be done with regions too by checking if the point is in the region instead of if it's pathable.

    Posted in: Triggers
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    posted a message on [Triggers] Implementing a Physics Engine

    How would I make this system detect cliffs or doodads and bounce off of them? I read the whole thing... or did i miss something?

    You even mention elasticity and a Custom Value that detects cliff height, but then you never go over how and when to use them. =(

    Posted in: Tutorials
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    posted a message on [Solved] Wall/No walk zone bouncing system

    I've read a few forums where people calculate the normal by getting 3 points on the cliff face near the impact... But idk how to get these points or calculate the normal, so I'm stuck xD

    Posted in: Triggers
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    posted a message on [Solved] Wall/No walk zone bouncing system

    That's great, and yes, we just need a way to get the angle of the cliff. The guy in the forum you linked me to said he made units that represent the angle of the wall... Wouldn't it be simpler to just use his way of getting the angle of the wall? I mean how does he find the angle of the wall? He finds it at some point so he can set the units facing equal to the wall's facing, I that makes any sense... xD

    I'm trying to recreate the wii tanks game xD I also have some other ideas for using the missile deflection system though as well.

    Posted in: Triggers
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