I want to create a sound object in the editor that when its played by a "sound one shot" actor plays the sound only if the camera is near the unit that created the actor like with a combat sound but also only play the sound for the controlling player like a voice over sound. Our wiki doesn't have a page for sounds so I'm not sure where to start. I haven't looked at the editor yet since I'm away from the appropriate computer right now.
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Dec 31, 2018kitsunetailsprower posted a message on Sound with some properties of both voice and combat sound?Posted in: Data
Nov 6, 2018Posted in: Data
What I am trying to do is make a warcraft 3 footman ride a warcraft 3 Bronze Dragon and I can do that via attaching the footman as a modelanimationstylecontinuous actor to the head attachment point of the Bronze Dragon's Model. However I want the footman to attack nearby enemies with his sword without disrupting the Dragon's attacks. I can do this via an auto attack weapon with a non 0 arc and the footman model's actor of course. I can even get the footman to swing his sword when the appropriate weapon is used.
My problem is that I want the footman to face the target of his weapon when he swings it. This doesn't have to be as exact as a turret. For example if the maximum angle of the footman's sword swing's target radius is 90 degrees on each side, anything over 30 degrees from the direction the attacking unit is facing makes him turn sideways by 90 degrees in the direction of the target would be acceptable. I've tried a few different things and have not had luck so far.
Sep 21, 2018Posted in: Triggers
In reply to DrSuperEvil:Is there a function to get the elapsed time since the map started? I see a few different time functions built in and am not sure which one is the one I want.edit: I have another problem. I already use the global and local data tables for some spear of adun code I copied from single player. Would looping through the data table conflict with that?
Sep 21, 2018Posted in: Triggers
I'm trying to make an ability that requires keeping track of the unit types of units that die near the caster. After a few minutes the key would be erased. The end result would be that you choose a unit type that died near the caster within the past 60 seconds via a dynamically generated dialog box and the rest of the ability depends on what you choose.
The code would look something like this:
Event: Unit Dies
Store string name of unit type in section __ of bank _____
wait ___ seconds
Remove string *name of unit type* from bank ____
edit: A better implementation would probably be to store the elapsed time that each unit died but the iterating question stands.
The problem is that a quick look at the trigger editor didn't tell me how to iterate through a bank section when I want to load all those unit types, make a dialog box of them and do something based on which one you choose.
I suppose I might be able to do this with linked lists. If so can someone recommend a linked list implementation? Also if I need to do this with linked lists, how would you define a struct and make a linked list of such structs?
Sep 19, 2018Posted in: Data
Exactly as the title says. How do I fix this? I've done a search and seen this solved before but no one said how they solved it.
edit: To be more specfic. When I use the demon hunter's ultimate he retains xp but when the timer wears off he seems to lose his xp and hero attributes. The demon hunter's id is "edem" Here is are my mod files, You should add it to a new test map with void as the other dependency.
edit: Credit to renee for the original files, which I edited left right and sideways in an attempt tomake them compatible with Standard Starcraft 2 mods.
Sep 19, 2018kitsunetailsprower posted a message on click effect target ability button and nothing happensPosted in: Data
I'm trying to copy and paste some abilities from Renee's warcraft 3 mod and when I click on the archmage's blizzard. Nothing happens. No error message. Not even a targeting cursor. I can execute the effect of the ability via debug cheat, but the ability doesn't work.
edit: Solved, if the first level of a multi level ability doesn't have an effect defined but the other levels do, nothing will happen.
Aug 4, 2018kitsunetailsprower posted a message on *solved* Trying to find a model of a sun/star in the game assetsPosted in: Data
Exactly as the title says, I've done lots of searches and can't find one in the default game assets. Maybe I'm using the wrong keywords? A user made model would also be acceptable. I'm happy to contact another map maker if someone can think of such a model in an arcade map.
edit: There is one in the nova story assets if you search "sun".
Jul 23, 2018kitsunetailsprower posted a message on [Showcase] A small sample to promote my new tutorial on model conversionPosted in: Artist Tavern
Here is the sample map, which I will let speak for itself (go to the import tab):
Jul 23, 2018Posted in: Tutorials
This tutorial is my final project for the Intro to HTML course I'm taking:
edit: fixed broken link
To give you an idea of the power of this technique: There are hundreds of free MDL0 models on this site:
from just about every popular and somewhat popular game you can think of. Also featured are user made models from anime and even some user made ones from popular classic games like Chrono Trigger.
Jun 10, 2018Posted in: Map Feedback
I noticed that the top rated review for "Bunker Wars X" states that the map has player handled based admin privileges, banned players , ect. Therefore I made a copy of the map with all those player handle checks disabled. However, since I've never played bunker wars before, I would like people to test this version to make sure I reverse engineered the rest of the map successfully. You can find the map here: battlenet:://starcraft/map/1/299694 or by searching "Bunker Wars X 3.0 No Admin Commands" under custom maps
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