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    posted a message on Official - War3 Assets RELEASED!!!

    Did they fix the issues regarding adding new races? That'd be a pretty sore point if we can only reskin the 3 existing races.

    Posted in: Warcraft Modding
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    posted a message on How to get initial player base?

    Ensure your map is playable with less than a full lobby. It only takes a handful of players to make the map rise. These are the people you need to cater for. Adding support for computer players is a good start if it's a PvP map. If it's a PvE map then making sure that the difficulty fully adjusts to the number of players in your lobby is good.

    TL;DR Make sure your map viable with 1-4 players, even if it's not how you intend for it to be played.

    Posted in: General Chat
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    posted a message on WC3 Models Hype!

    There's literally everything in here. Everything from naga buildings to Arthas rocking out with the speakers made of ice, and even the Arthas vs Illidan fight scene doodad.

    The heroes that did not get a HD remake are; Firelord Tinker Alchemist Beastmaster All of the campaign heroes (Jaina, human Arthas, undead Arthas, Archimonde etc)

    Kil'jaeden is in as a bonus HD model, since he only had a cinematic model in WC3.

    Some of the HD models look unfinished. For example, the serrated blades on the Warden hero's cloak have some black texture surrounding the blades.

    Some of the animations are pretty janky but that's nothing that some animation blending won't fix. Non-issue.

    All spell effects are in. Some look great and are going to be well needed in the sc2 model pool, like the aura models. Others understandably show their age.

    I'm really curious why all the demon units got HD remakes. I wonder if Blizzard planned something?

    Pretty much every model uses a 2-step death animation. For heroes, it's "Death" and then "Dissipate". For every other unit it's "Death" and then "Decay". Unit deaths do leave behind skeletons like in wc3.

    Posted in: Warcraft Modding
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    posted a message on WC3 Models Hype!

    Thanks! I'll give it a try!

    Posted in: Warcraft Modding
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    posted a message on WC3 Models Hype!

    Is the patch on the PTR then? Because I can't wait to see these.

    Posted in: Warcraft Modding
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    posted a message on (Solved) [Actor events] Timer Expires how to specify timer?

    Use the term "TimerName". For example;

    <On Terms="ActorCreation" Send="TimerSet 2.500000 Die"/>

    <On Terms="TimerExpired; TimerName Die" Send="Destroy"/>

    This would destroy the actor after a 2.5 second delay.

    Posted in: Data
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    posted a message on WC3 Models Hype!
    Quote from Forge_User_87697641: Go

    @TyaArcade: Go

    All structures are included. The spell effects have not been recreated. Unit sounds include selection and order sounds. The mod is like the standard SC2 mod files.

    @OutsiderXE: Go

    Unfortunately the terrain textures don't work in the SC2 engine and would need to completely recreated. Environment (ambient) sounds are in there as well as all the doodads, structures, etc.

    No plans or intentions about an entirely redone HD Warcraft games.

    Besides that, I think most questions were about other assets and models outside of Warcraft III and to that I can say there hasn't been any thought or talk about them. This is strictly about integrating assets from Warcraft III.

    Great to know, thanks!

    Pleasantly surprised that order sounds and doodads are included too.

    Posted in: Warcraft Modding
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    posted a message on How to make a sell item ability (train) unuseable with full inventory?

    Then to be honest, I think you'll need to use triggers for this. I don't think there's a way to replicate the shop "train unit directly into inventory" process while also having it validate the target unit.

    Perhaps splitting your shop into two different shops, one with the items and the other with the non-items might work for you?

    Posted in: Data
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    posted a message on Horror story

    It's worth noting that the backups "cap" at 1000. I was like, "Why the hell does my mod file have no backups since November?" So yeah, something to watch out for!

    Posted in: General Chat
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    posted a message on [Solved] Spawn missile with facing of caster
    Quote from FunkyUserName: Go

    Self only excludes the source unit, which is the missile itself, not the caster unit.

    You're right, I'd have to check but I think a "Not Caster" validator on the first effect in the weapon chain would work instead. Still, it seems like you have a solution anyway!

    Posted in: Data
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    posted a message on How to call unit from "Unit - Any Unit attribute points changed"?

    I'm almost certain that "triggering unit" works correctly for this function. Are you 100% sure it isn't working?

    There's a problem with the attribute trigger, too. Let's say I have an item that adds +8 Strength. The trigger will run 8 times, once for each increment. Obviously inefficient. If all you have is attributes via leveling and item gain, then you could use the "gains experience level" and "gains/loses an item" events. These will work properly (I use a similar system myself) and have the added bonus of definitely functioning correctly when it comes to finding the triggering unit!

    Posted in: Triggers
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    posted a message on How to make a sell item ability (train) unuseable with full inventory?

    Make a validator of "Unit Inventory Is Full" type. The only change you need to make is setting "Find" to "Disabled". Let's call this validator "Inventory Not Full".

    Add "Inventory Not Full" validator to your shop's Interact ability in both the auto-cast validator section and the standard validator section.

    Posted in: Data
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    posted a message on (Models) Heroes

    That's some pretty nice work. Does the team coloring work too?

    Posted in: Artist Tavern
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    posted a message on [Solved] Spawn missile with facing of caster

    Go to the "attack" ability and duplicate it.

    It has a field called "scan filters". Enable "player" and "ally" on this. This will basically let your weapon "auto-attack" allied units.

    Uncheck "Self" too, which will prevent this weapon from ever attacking the source unit.

    Lastly, you want to give your weapon itself a very small scan range. Say, 0.5, or whatever works for you. This will stop the missile from chasing anything, though given your setup I don't think that this will be a problem!

    Posted in: Data
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    posted a message on My Maps won't show up online???

    Those error messages, while annoying to have to see each time you open the map, aren't really anything that will cause problems.

    On topic, I've literally never had this happen. Could they be being removed by Blizzard? Is there anything in them that people might report? Language, content etc. If not, then that's just bizarre!

    Posted in: Miscellaneous Development
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