do you just want t to physically look like w/e it disguises as, or do you want it to change the look and act neutral towards that race / player / unit that it is disguising as??
just take what you liked about any of the battlegrounds from WoW, DotA, and any other game, using variations of spells/ abilities you liked from everything, combine into a separate game, and hopefully inject whatever originality you can at that point and have fun. i suggest you leave out the oblivious overly sized nukes and incesant spamming of psionic storm abilities, and you may just wind up with somethng fun. GL
i "recieved" 4 beta keys. the first one was already used... lol and the other 3 were invalid on my end when i entered them.... im waiting / hoping for a working 5th in the next 24 hours. (5th, or 6th if need be, times a charm, right?) haha-
avg has worked well for me. but i dont download music nemore as i just utube it or ummmm yeah i 'get' it off youtube for my ipod too... so one that note, avg has been great for finding little stuff you get from time to time. (i watch only the 'legal' movies online and sometimes they force you to install stuff that winds up being spyware to watch the 'legal and non theatre' movies) if youre download off p2p stuff you may need something better, i dont know.
i do when i have to. but it cant handle 'ultra' smoothly like my desktop can. laptop is a last case scenario, but a convieniece none the less. and im with you sixen, i dual monitor my desktop on my monitor / hd tv. though i know its not necessary, to not have it would suck now that im used to it. :)
its just creating a eprsistent or w/e to search for and include(only include) 'projectiles' then reducing movement speed. you are correct, just like time bomb. so remake/duplicate it????
hey, got a little tipsy and decided to play with a vision cone system. my previous (or current... haha) map got messed up with that last patch and its frustrating fixing it being it was perfectly done and now its a POS. well, heres a vision cone thing i threw together for shiesters n GRINS!!!!
everything u said sounds good except for playing with wc3 triggers first. hell, why not just go ahead and suggest some going back to 'basic / qbasic' programming then? maybe im a cynic though- :)
one thing to add though; when you call a function its slower / takes more processor than just calling a variable. so instead of using 'triggering unit' (even if you dont have to set it to a variable due to a wait tim interefering the 'triggering unit' with other triggers) by setting it to a variable and using the variable many times over instead of recalling the functions OVER and OVER of 'triggering unit' (this is a form of optimization)
heres an analogy;
say you have a trigger that using 'position of triggering unit' as a function. and it uses it like 10 times in the trigger. now humans, would think once, what is the position of the triggering unit? hmmm, its at location 101.34, 105.62. then every time we saw that we would automatically assume or know that the location is 101.34, 105.62 without having to relook at the actual position, as we just memorize it short term wise. but computers are only as smart as you make them. so every time you just use the function the computer is having to 'relook' at the location like its a fresh unit/ location every time you use it in the trigger, even though its the SAME one / position the whole time.
by setting it to a variable, you are putting it in computer memory so the computer doesnt have to run a function to determine the location of the triggering unit over and over in the same trigger. it will just know when it sees the variable TRIGUNITLOC (w/e you make it called) it will recall out of its memory instead of relooking at the unit location every time so its much faster and less work on your processor. its negligible to some extent, but with tons of triggers, especially with triggers ran on fast loops, it helps.
yes, just remove the cliff jump behavior from the unit, and change the mover to regular ground and thatll make him like all other ground walking units.
i just took a look at my projectiles and they were doing the same thing as yours. it seems the custom movers i made before the patch are no longer working. use a defualt moved totest it (also some of the action actors (especially the events, launch attachment query, and site operators) are bugged (reset to some default stuff, need tor euput your stuff in them)
but mainly it was just the mover as my projectile was stuck uner him and didnt go anywhere. they must have redid movers or osmething and my custom ones defaulted values they added or soemthing broke it. i dunno, but just re-do the movers, it fixed mine.
well one of my actors did this when i didnt want it to. i played with the 'is local' and 'hold rotation' (dont think it was th hold rotation surprisingly enough) settings and eventually i got it to rotate with the unit. i didnt do it on purpose or enough to tell you exactly what it was. GL
he means one of your 10mb map spaces allowed for b.net. if your site can upload and store maps/mods for b.net use you should be in a good position to make some $$$$ pepper-
0
do you just want t to physically look like w/e it disguises as, or do you want it to change the look and act neutral towards that race / player / unit that it is disguising as??
0
just take what you liked about any of the battlegrounds from WoW, DotA, and any other game, using variations of spells/ abilities you liked from everything, combine into a separate game, and hopefully inject whatever originality you can at that point and have fun. i suggest you leave out the oblivious overly sized nukes and incesant spamming of psionic storm abilities, and you may just wind up with somethng fun. GL
0
i "recieved" 4 beta keys. the first one was already used... lol and the other 3 were invalid on my end when i entered them.... im waiting / hoping for a working 5th in the next 24 hours. (5th, or 6th if need be, times a charm, right?) haha-
0
avg has worked well for me. but i dont download music nemore as i just utube it or ummmm yeah i 'get' it off youtube for my ipod too... so one that note, avg has been great for finding little stuff you get from time to time. (i watch only the 'legal' movies online and sometimes they force you to install stuff that winds up being spyware to watch the 'legal and non theatre' movies) if youre download off p2p stuff you may need something better, i dont know.
0
i do when i have to. but it cant handle 'ultra' smoothly like my desktop can. laptop is a last case scenario, but a convieniece none the less. and im with you sixen, i dual monitor my desktop on my monitor / hd tv. though i know its not necessary, to not have it would suck now that im used to it. :)
0
its just creating a eprsistent or w/e to search for and include(only include) 'projectiles' then reducing movement speed. you are correct, just like time bomb. so remake/duplicate it????
0
hey, got a little tipsy and decided to play with a vision cone system. my previous (or current... haha) map got messed up with that last patch and its frustrating fixing it being it was perfectly done and now its a POS. well, heres a vision cone thing i threw together for shiesters n GRINS!!!!
0
what will be the animation for the wolf's attack?? pretty much all of the critters animations are useless for an attack imo. whats your fix? :)
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@raydude714: Go
everything u said sounds good except for playing with wc3 triggers first. hell, why not just go ahead and suggest some going back to 'basic / qbasic' programming then? maybe im a cynic though- :)
one thing to add though; when you call a function its slower / takes more processor than just calling a variable. so instead of using 'triggering unit' (even if you dont have to set it to a variable due to a wait tim interefering the 'triggering unit' with other triggers) by setting it to a variable and using the variable many times over instead of recalling the functions OVER and OVER of 'triggering unit' (this is a form of optimization)
heres an analogy;
say you have a trigger that using 'position of triggering unit' as a function. and it uses it like 10 times in the trigger. now humans, would think once, what is the position of the triggering unit? hmmm, its at location 101.34, 105.62. then every time we saw that we would automatically assume or know that the location is 101.34, 105.62 without having to relook at the actual position, as we just memorize it short term wise. but computers are only as smart as you make them. so every time you just use the function the computer is having to 'relook' at the location like its a fresh unit/ location every time you use it in the trigger, even though its the SAME one / position the whole time.
by setting it to a variable, you are putting it in computer memory so the computer doesnt have to run a function to determine the location of the triggering unit over and over in the same trigger. it will just know when it sees the variable TRIGUNITLOC (w/e you make it called) it will recall out of its memory instead of relooking at the unit location every time so its much faster and less work on your processor. its negligible to some extent, but with tons of triggers, especially with triggers ran on fast loops, it helps.
hopefully that made sense.
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@ocdc: Go
yes, just remove the cliff jump behavior from the unit, and change the mover to regular ground and thatll make him like all other ground walking units.
0
i just took a look at my projectiles and they were doing the same thing as yours. it seems the custom movers i made before the patch are no longer working. use a defualt moved totest it (also some of the action actors (especially the events, launch attachment query, and site operators) are bugged (reset to some default stuff, need tor euput your stuff in them)
but mainly it was just the mover as my projectile was stuck uner him and didnt go anywhere. they must have redid movers or osmething and my custom ones defaulted values they added or soemthing broke it. i dunno, but just re-do the movers, it fixed mine.
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@SkeletalHammer: Go
well one of my actors did this when i didnt want it to. i played with the 'is local' and 'hold rotation' (dont think it was th hold rotation surprisingly enough) settings and eventually i got it to rotate with the unit. i didnt do it on purpose or enough to tell you exactly what it was. GL
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@caspersc: Go
wow this just saved me. i had no idea why my trigger kept erroring.... guess ill have to nest the if then elses... (looks so sloppy)
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@PepperLoaT: Go
he means one of your 10mb map spaces allowed for b.net. if your site can upload and store maps/mods for b.net use you should be in a good position to make some $$$$ pepper-
0
i *think* its the 'is local' field, make it false