• 0

    posted a message on (SOLVED) (Ability-Instant) attaching additional model to attacking effect - Help needed

    Thanks a lot aZergBaneling it worked like a charm. 

    Posted in: Data
  • 0

    posted a message on (SOLVED) (Ability-Instant) attaching additional model to attacking effect - Help needed

    Hi guys,

     

    I got myself a bit stuck here so turned to you guys for guidance.

    So the thing is to create an ability that will last X amount of time increasing firebats range, damage and add a model every time he attacks.

    Think I got everything sorted except model part, I don't jet understand actors that well so any help will be appreciated.

    I was trying to find preexisted similar Ability but cant find it anywhere as well as this forum for similar explanation ...

    At a moment when I activate ability I get the range and damage increased for 40 sec and ability works just fine. Now I need to attach additional flame type model with already existing firebats attack to make it more... well esthetic. 

    Not sure how I link Active ability to attacking one with new model? Little bit over my head this one.

     

    Thanks 

    Tom

     

    Posted in: Data
  • 0

    posted a message on Regions in side of Records

    @willuwontu: Go

    Ah Willuwontu thank you so much this is brilliant, now I have learned what string does... will save me from lots of clicking. I did had a issue because I had region name as "Terran Guard Dusk/Dawn 1" and therefore a space between "Dusk/Dawn" and "1" which wasn't making string correct. So got rid of the space and voila, guards went to their posts.

    Below just a test for posting codes attempt No. 6

    Guards_To_Posts
        Events
        Local Variables
            X = 0 <Integer>
            Live Guards = 0 <Integer>
        Conditions
        Actions
            Variable - Set Live Guards = (Number of Living units in PC_All_Trooper_Guards)
            General - If (Conditions) then do multiple (Actions)
                If Then Else
                    General - Else if (Conditions) then do (Actions)
                        Else If
                            TimeOfDay == Day
                        Then
                            General - While (Conditions) are true, do (Actions)
                                Conditions
                                    X <= Live Guards
                                Actions
                                    General - For each integer X from 1 to 2 with increment 1, do (Actions)
                                        Actions
                                            Unit - Order PC_Guards[X] to ( Scan Move targeting (Random point in PC_Guarding_Day[X])) (After Existing Orders)
                                    General - Wait 1.0 Game Time seconds
            General - If (Conditions) then do multiple (Actions)
                If Then Else
                    General - Else if (Conditions) then do (Actions)
                        Else If
                            TimeOfDay == Night
                        Then
                            General - While (Conditions) are true, do (Actions)
                                Conditions
                                    X <= Live Guards
                                Actions
                                    General - For each integer X from 1 to 2 with increment 1, do (Actions)
                                        Actions
                                            Unit - Order PC_Guards[X] to ( Scan Move targeting (Random point in PC_Guarding_Night[X])) (After Existing Orders)
                                    General - Wait 1.0 Game Time seconds
            General - If (Conditions) then do multiple (Actions)
                If Then Else
                    General - Else if (Conditions) then do (Actions)
                        Else If
                            Or
                                Conditions
                                    TimeOfDay == Early Morning
                                    TimeOfDay == Morning
                                    TimeOfDay == Afternoon
                                    TimeOfDay == Evening
                        Then
                            General - While (Conditions) are true, do (Actions)
                                Conditions
                                    X <= Live Guards
                                Actions
                                    General - For each integer X from 1 to 2 with increment 1, do (Actions)
                                        Actions
                                            Unit - Order PC_Guards[X] to ( Scan Move targeting (Random point in PC_Guarding_Night[X])) (After Existing Orders)
                                            General - Wait 1.0 Game Time seconds
                                    General - Wait 1.0 Game Time seconds
            General - Wait 2.0 Game Time seconds
            Trigger - Turn Gards_Roam On
    
    Posted in: Triggers
  • 0

    posted a message on Regions in side of Records

    Cheers Willuwontu,

    I really appreciate your help! Am busy this Weekend but will get on and check it out soon as I can. And thank you for going through trouble of copy/pasting/editing images to help me! - love the arrow and "X" mark! ;-) Will let you know how it goes... Enjoy the weekend...

    Thundraf

    Posted in: Triggers
  • 0

    posted a message on Regions in side of Records

    @willuwontu: Go

    Thanks Willuwontu for your reply but I am still struggling to figure it out, I probably didn't explain what I would like very well... You can reply to me like you are writing to a little kid I wont be offended as I am always keen to learn ;-)

    Regarding Above "Any ways, for your problem, make the region variable in the record an array. (check the array box on the variable)"

    I am probably asking you very basic questions like my brother once asked me "who stuck the moon up there"

    I have attached a photo of how it looks like now and you might have better idea where I am making a mistake.

    Thanks Thundraf

    Just Code paste test follows for my own benefit:

    <<Gards_To_Posts Events Local Variables X = 0 <Integer> Live Guards = 0 <Integer> Record <Recor_Dawn> Conditions Actions Variable - Set X = 1 Variable - Set Live Guards = (Number of Living units in PC_All_Trooper_Guards) General - If (Conditions) then do multiple (Actions) General - If (Conditions) then do multiple (Actions) General - If (Conditions) then do multiple (Actions) If Then Else General - Else if (Conditions) then do (Actions) Else If Or Conditions TimeOfDay == Early Morning TimeOfDay == Morning TimeOfDay == Afternoon TimeOfDay == Evening Then General - While (Conditions) are true, do (Actions) Conditions X <= Live Guards Actions Unit - Order PC_Guards[X] to ( Scan Move targeting (Random point in Record.(No Value))) (After Existing Orders) Variable - Modify X: + 1 General - Wait 1.0 Game Time seconds General - Wait 2.0 Game Time seconds Trigger - Turn Gards_Roam On>>

    <</Gards_To_Posts Events Local Variables X = 0 <Integer> Live Guards = 0 <Integer> Record <Recor_Dawn> Conditions Actions Variable - Set X = 1 Variable - Set Live Guards = (Number of Living units in PC_All_Trooper_Guards) General - If (Conditions) then do multiple (Actions) General - If (Conditions) then do multiple (Actions) General - If (Conditions) then do multiple (Actions) If Then Else General - Else if (Conditions) then do (Actions) Else If Or Conditions TimeOfDay == Early Morning TimeOfDay == Morning TimeOfDay == Afternoon TimeOfDay == Evening Then General - While (Conditions) are true, do (Actions) Conditions X <= Live Guards Actions Unit - Order PC_Guards[X] to ( Scan Move targeting (Random point in Record.(No Value))) (After Existing Orders) Variable - Modify X: + 1 General - Wait 1.0 Game Time seconds General - Wait 2.0 Game Time seconds Trigger - Turn Gards_Roam On>>

    Posted in: Triggers
  • 0

    posted a message on Regions in side of Records

    @Thundraf: Go

    Oh Come on how you copy paste codes ?! :-( I have clicked Code thing and this is what happens?

    Edit: I have change above post 4 - 5 times as everything is connected if i don't add blank line in between and copy, paste is not helping.... :-(

    Posted in: Triggers
  • 0

    posted a message on Regions in side of Records

    Here it is by hand

    This Array:

    Variable - Set PC_Guarding_Dawn[1] = Terran Guard Dusk/Dawn 1

    Variable - Set PC_Guarding_Dawn[2] = Terran Guard Dusk/Dawn 2

    Variable - Set PC_Guarding_Dawn[3] = Terran Guard Dusk/Dawn 3

    Variable - Set PC_Guarding_Dawn[4] = Terran Guard Dusk/Dawn 4

    Variable - Set PC_Guarding_Dawn[5] = Terran Guard Dusk/Dawn 5

    Variable - Set PC_Guarding_Dawn[6] = Terran Guard Dusk/Dawn 6

    Variable - Set PC_Guarding_Dawn[7] = Terran Guard Dusk/Dawn 7

    Variable - Set PC_Guarding_Dawn[8] = Terran Guard Dusk/Dawn 8

    I would like in side of record so I can call it in to trigger by Integer Number "X"

    This is what I have done and where I am stuck:

    Record - PC_Guarding

    Variable - Dawn <PC_Guarding[8]>

    PC_Guarding

    Variables

    Untitled Variable 001 = Terran Guard Dusk/Dawn 1 <Region>

    Untitled Variable 002 = Terran Guard Dusk/Dawn 2 <Region>

    Untitled Variable 003 = Terran Guard Dusk/Dawn 3 <Region>

    Untitled Variable 004 = Terran Guard Dusk/Dawn 4 <Region>

    Untitled Variable 005 = Terran Guard Dusk/Dawn 5 <Region>

    Untitled Variable 006 = Terran Guard Dusk/Dawn 6 <Region>

    Untitled Variable 007 = Terran Guard Dusk/Dawn 7 <Region>

    Untitled Variable 008 = Terran Guard Dusk/Dawn 8 <Region>

    And Trigger comes up like this:

    Guards_To_Posts

    Events

    Local Variables

    X = 0 <Integer>

    Live Guards = 0 <Integer>

    Conditions

    Actions

    Variable - Set X = 1

    Variable - Set Live Guards = (Number of Living units in PC_All_Trooper_Guards)

    General - If (Conditions) then do multiple (Actions)

    If Then Else

    General - Else if (Conditions) then do (Actions)

    Else If

    TimeOfDay == Early Morning

    TimeOfDay == Morning

    TimeOfDay == Afternoon

    TimeOfDay == Evening

    Then

    General - While (Conditions) are true, do (Actions)

    Conditions

    X <= Live Guards

    Unit - Order PC_Guards[X] to ( Scan Move targeting (Random point in Dawn[X]Member)) (After Existing Orders)

    Variable - Modify X: + 1

    And this "Member" is what I don't get. I cant seam to chose Array number from Record as they are all individual. What am I missing?

    Any help would be appreciated Thank you

    Thundraf

    Posted in: Triggers
  • 0

    posted a message on serious lighting error.

    Hi All,

    I was looking through forum to find something to help me with Lighting as it is pain to work with... (very buggy) This is quite old post but I though to share my Lighting observations as someone might find it useful... I created my Light with 6 different times. Yes I have altered them all and then lost it all :-( More than once So I tried XML as stated above but even in editor I don't know what each slide and box with numbers does never mind to know that in XML file.

    This is how I did it and it is quite good as you can see changes that happen on map instantly.

    1 - Open new small map - Set terrain to [Agria (Jungle)] and put some Creep, building, units, doodads ect close to each other. (anything you gonna use in your map just to see the lighting and shadows)...

    2 - Open Light data editor, add new light and create all the times you need in the light (triple click on each light time so you are sure you are on the right one and put desired times ) (DO NOT CLOSE ANY WINDOW after you are done) - this is very important.

    3 - Go to "Terrain Types" tab add your light to [Agria (Jungle)] or terrain type you chosen.

    4 - Now save your new map (BUT MAKE SURE YOU DON'T CLOSE ANY DATA WINDOW BEFORE SAVING - especially Light one as you are gonna lose everything)

    5 - After you have saved now you can close all other windows

    6 - Go to File and Close your new map (It will ask you to save the changes DO NOT SAVE THEM as you closing light window has made editor reset your light to whatever it was on default creation or some random value)

    7 - Reopen your map set the terrain window with units you created on one side and open you light window on other side so you can see terrain while changing values in you light. (Now you can edit all the light times and watch the changes at same time)

    8 - after you altered everything and are happy with the light. FOLLOW THE STEPS from number 4

    9 - copy the light after you are done and paste it in you map ( I do it on other map just to prevent doing harm to my map)

    One more note, when you change some values on your Light window (especially Suns position) you have to click on some other box with number before changing tabs as it might not register the change... so much for flawless Blizzard ;-)

    Hope it helps good luck!

    Thundraf

    Posted in: Galaxy Editor Bugs and Feedback
  • 0

    posted a message on Bi-Weekly Testing Thread #3: Chronicles of Azeroth by Domper

    Hi Domper,

    I didn't read previous comments so I might be repeating stuff...

    My first strategy ever played was "Centurion - Defender of Rome" followed by "Dune" to finally come to majestic "Warcraft 1 Orc & Humans" and I plyed it for a long time and a lot of hours :-)

    I have just played Black Morass but unfortunately only me and 3 AI's

    First look at the game is fantastic, the buildings, units tooltip icons just fantastic!! Well done, you definitely got talent. I really enjoyed playing it "on my own :-(" and I will try and give you some constructive feedback.

    Problem what I find with remakes is that if literally everything is copied from original it becomes bland and people do always expect something new even if they don't know it. I will try to explain - when I was a kid climbing a hill behind my building was a massive achievement because it was so big, long and hard to climb, but if I go now to that hill when I am much older it is just a little bump I walk up in few steps. Meaning people remember everything even games in better "colours" because it was a big event back then and that is how it stay in their mind, as a big great thing. Remember I am just giving my view and constructive feedback :-) Although you have really stuck to the original WC 1 sounds and almost complete game play, that just might not do it for me. I would suggest implementing a little tweak on things just to spice it up. For example Impact sounds and spells... Leave the original impact sounds + add more of them and change them slightly, just add a twang or something on some of them. Units sounds, yeah it might be hard but they should be unique to each unit with same "dark" voice for Orcs and tough voice for humans. And spells definitely need some spicing up.I would suggest to leave the main cast sound but add on it to continue or merge it to extra sound that fits the spell the best. Buildings are absolutely amazing I wouldn't change anything there.

    Colours - I remember WC1 to be very dark and gloomy and I would suggest darkening all colours a bit including tooltips and icons add more blood effects in fighting and on death units (make dead models last longer) - Less PG

    Trees - Give them some life (make them sway) while standing still and shake while being chopped. Also desquare their placement so it is more random.

    Peons - Very visibly slowing down as SCV's before doping off or collecting resources. In WC1 you could fit as many peons in the gold mine as you wish while here it can be just one at the time. Image of Gold mine on UI is vespin geyser and once it is emptied is says in Zaggara voice: "Vespin Geyser are exhausted" make them Implode and give them sound when you click on them?!

    Terrain - I would lift the base out of the swamp and make swamp area not buildable

    Catapult - Firing attachment point is not at right place, make the bowler much slower and with larger arc path with slower and larger impact effect model

    Units - Some impacts have sounds before they actually hit the target eg Woolf rider. Also I would suggest slowing down and animate more casting times of spell casters.

    Walls!!! mate where are the Walls!!! :-O

    Roads - Love them, but again add something to it nothing much just to spice it up. Example add 1x1 square road option and make units walk 5% faster on the road and upgrading road make units walk 10% faster.

    Town Hall - I would suggest adding possibility to expand to another base (Maybe with some kind of store house, not with TH?)

    Defense - Add towers mate that you need to man with spearman?

    Good example of what I really loved is the fact you made Invulnerability spell cot half of units life. Thing like that are really benefiting from a tweak from original

    I would add Day and Night Cycle with torches coming on in night along side of the road. I believe that more animated details like that give players more things to get them self immersed in the game.

    If you are making Campaign make it hard not like today's easy games. That was one thing with WC1 it was bloody hard!!

    Resources: Now this is a tricky one I don't have an idea but if I think of one I will inform you. I am not keen on large numbers of 100 gold per trip of Peon. Maybe more Peons you have less gold they bring 20 gold per peon -1 per each extra peon you have?!

    I would also give more upgrades on units. Example health boost, attack speed, max mana ... ect

    Now said all that above I know you are making a remake and you did amazing job. But I personally don't think I would play a campaign if it is a copy paste from original because I already did and I know what to expect. (By the way I have dosbox and WC1 installed and I did play it few months ago). In Campaign I would suggest adding story quest and side quests with rewards ...

    The way it is now I might play one or two games with my Bro but that will be it. I am not saying something is wrong, everything is very very well done and it is stunning!! But there is always but. I will try to put this in perspective: would you sit in a spanky new car that was build in 1800's with installed modern leather seats, suspension, tyres and steering wheel. Yes, I would but once and it would be enough. I would be looking at it admiring and praising the maker. But if it head wider tyres bigger engine more power, closed roof, although is not exact copy of original I think I would drive it more times.

    I hope you are getting what I am trying to get across because my wife never does :-/

    Basically to wrap everything up. I believe if it stays the way it is it will be a beautiful masterpiece remake that people will admire, show their friends but not touch a lot. While if you want people to play it make a Tweak.

    And remember this is a constructive feedback! ;-)

    Sincerely yours Thundraf

    P.S. Don't make tutorial get players to explore by themselves.

    Posted in: Map Review
  • 0

    posted a message on 1st thread "Pathing?"

    Hi Guys,

    Little bit of an update on this. Train unit "Dominion Train" from campaign Great Train Robbery ignores pathing restrictions? I have tried with some other flying and ground units which cant go through, but Train seams to go through pathing restriction easily. And for the hell of it I can not find the reason for it, I have looked through all Unit and its Actor Data but nothing stands out... It is not a big problem I can work my way around it but would like to find out the reason if anyone knows.

    Thanks Thundraf

    Posted in: General Chat
  • 0

    posted a message on New Leaderboard

    @uroboros1987: Go Hi uroboros1987

    I would prefer left Leaderbord as it is easier on the eyes while right one gives me that "boom flash" of colours strain to your eyes. Just add extras from Right one to layout of the Left image and it would be very nice. Anyway I am old fashion and like things simpler with less decorations "more raw" stuff.

    Yours Thundraf

    Posted in: General Chat
  • 0

    posted a message on 1st thread "Pathing?"

    Hi everyone,

    First to tell you bit about me... I am a big fan of Blizzard games since Warcraft "Orcs & Humans" (yes I am getting old). In fact first editor I had access to was Warcraft 1! Increasing spear Orc range to unbelievable lengths was the top. Doing that to Knight was even better as he would just hit buildings instantly on the other side of the map :-). Also I did quite a bit on WC3 but this was while I was working away and had little access to the Net. So never got my head fully around it as I wanted. Was making one map for a long time... and never fully finished it as life got in the way. Now I have full access to internet but am very limited with time as I am married and have 2 kids. Anyway I love breaking my head with Galaxy editor although sometimes I am sleep deprived and cant find basic functions in editor thanks to the kids...

    I will do my best to be as active on this Community, there are some unbelievable stuff here I cant believe people can actually create some of this things! Ok enough of chatting...

    Question: I have "Dominion Train" unit that is spawned at point surrounded with path blockers and air path blockers. Train is issued commands via triggers to move to "station" and after to move to area that is also surrounded with path blockers and air path blockers (Lets call them Start, Station and End). Dominion Train goes through path blockers with no problem and when in game, Players can not issue command to units to go where train Starts from and where train Ends. Which is perfect. But when I create "Armored Personnel Carrier" this unit can not go through path blockers like Dominion Train unless I change units Movement Type to "Air" but then unit looks like is "surfing" on the ground? Which makes no sense to me that Air blocker doesn't stop Dominion Train Flying unit that has issued command via Triggers but ground path blockers do block ground units that have issued command via Trigger. Is this me missing something or misunderstanding pathing or something else. Any help would be appreciated.

    P.S. I think I am also a bit O.C.D. and sometimes i get stuck digging a hole deeper and deeper instead going around it. Also if someone can please tell me how to paste triggers on threads and any other useful similar thing for Mapster.

    Yours Thundraf

    Posted in: General Chat
  • To post a comment, please or register a new account.