Warcraft III resources & community, 2003–2006 · archived

Secret Project. Selecting Beta testers now!

204 posts
#136
Uuuuuh... Daveman, I don't think he picked them all yet (and I hope he didn't, not without me :lol:). He said he'd post when he had... that thing up there is just a test post, so we have an example of what he'll post when he IS done.
#137
awww, if he did, he didnt pick me :cry:
#138
My last question, then i'll shut. how are you gonna send the Material, via E-Mail, cos you cnt PM sutff like this. Mail it 2 this addres:

[email protected]
#139
I'll work on the project for the finishing touches. Then I'll decide on the beta testers. Its going good, but please don't get carried away, its not a really awesommeeee or spellbinding project, I'd call it a very good project.
#140
What a ball buster, i was looking forward to it lol

Sopho dont get too modest (though i do know how it feels when people get let down on your account)

I'm sure it will be fun,
most have lowered their standards alot anyways so anything new will probably be fun anyway lol
#141
hmmmmm.....I prolly wont be picked but if not no biggie I always have my map to work on : ) but if I am picked well.....COOL :D :D :D
#142
Hmmm, it still needs more work. I think I need abit of help on the finishing touches. I've worked on it today but something is still missing.
#143
Something is missing? If you gave a general idea of what it is, I may be able to help.
#144
Because the first person camera is so sensetive and sharp, theres a problem. When the marine is attacked, he goes backwards or stands back (which always happens in wc3 games nowdays) I want him to stand still when unprovoked, even if attacked...
#145
Its actually more realistic when that happens though... ive never been hit really hard and stood perfectly still.
#146
Hmmm... that's a kind of confusing way to put something. Sounds to me like you mean you don't want him to attack unless commanded to. As for the standing back part, I'm not sure what you mean.

However, if you want to know how to make it so the units don't attack enemies unless you command them to, simply change their classification to 'Worker'. But there is a flaw to this, and that is if a worker-class unit attacks another worker-class unit, the attacked unit with automatically attack back.

If you REALLY want to get it so they don't attack unless commanded to, your going to need to take away their attack, and make a spell/ability that you can use for their attack (or multiple of them if they're heroes and gain levels, one for every level's damage and/or attack speed).

If you want the unit to do the attack animation, too, you need to make the trigger here:

Events
Unit - <Unit casting the ability> Begins casting an ability
Note: I used the specific unit event in this trigger, but the event can be any of the specific, generic, or player-owned unit event. If it's specific, then you need to have the unit be resurrected when it dies.

Conditions
(Ability being cast) Equal to <Name of ability used to attack>

Actions
Wait 0.01 seconds
Animation - Reset <Unit>'s animation
Animation - Play <Unit>'s attack animation
Wait 1.00 seconds
Animation - Reset <Unit>'s animation

I hope this helps.
#147
Pick me as a beta tester i very serious at beta testing and im not afraid to say what i think and i can also tell you some ideas i have after playing the map! so what do you say? can I?
#148
Oh ya, you may also want to set the "Can Flee" stat to off, or they'll run after they're hit.

You may also want to do the attack sound by just copying that trigger and editing it to use the sound instead of the animation. Simple.
#149
Night StrykeUuuuuh... Daveman, I don't think he picked them all yet (and I hope he didn't, not without me :lol:). He said he'd post when he had... that thing up there is just a test post, so we have an example of what he'll post when he IS done.


BTW ummm sopho isnt a 'he' SHE is a 'she'
#150
Well, thanks for making me look like a dumbass...

Right, SHE... no one ever told me, I'm not to blame.