Warcraft III resources & community, 2003–2006 · archived

Chains of Fate Map Project (directed by Qaenyin/Drain Pipe)

88 posts
#61
Doesnt matter, I'll just rename the map copy I have and you can copy paste fausts stuff out of it.


As for MF's ult, its lagging because you havent imported the custom projectile art for it yet. None of the custom models are imported, including the two pandarens. Re-import all the custom stuff and it should be much better.

Same thing goes for dart's Blazing Dynamo, it's not working correctly. Double check my old triggers and make sure they match up.
#62
i'll check that out. I had to work on Dart's BD so that it didn't conflict with Haschel's Flurry of the Styx. I set it up so they were able to target the same unit and deal the proper damage.

[edit]

exactly what is wrong with the spell? Perhaps i should tell you how i fixed Dart/Haschel's specials and many others' so you don't think they aren't working.

I used to use pause commands to keep the units in place for the spell, but i found out you get a lot of trouble with those. So i took them out. The abilities still dealt the same damage and had the same effect when i tested them. The only difference is they don't pause which means they will never freeze (i've had problems where if you cast impale or xcyclone on paused units they will stay paused forever and you cannot unpause them, it's because in impale the units are removed from game for a second, which causes the pause to lock up). I'm currently working on getting them to stop if the hero is stunned. I also stopped pausing units too. I want this spell to be pause free and i actually wanted to get rid of the stunning part too if i could but it wouldn't look right.

BTW Dart and haschel don't get any extra hits because they are constantly moved and don't get enough time to attack.
#63
Ooops, sorry, meant his final burst is screwed up, not BD.

It's sending him a much longer distance than it was when I made it in the first copy. Hes now going about twice as far as the shockwave, which shouldnt be happening.

Oh, and about the pausing thing, use a dummy unit casting ensnare instead of pausing them, that will fix it.
#64
Gotcha, The only thing that we can't have is a spell shield item because it's useless on multicasting spells.

BTW i found a semi-decent charging spell that i can use for Melbu Frama. What i'm going to do is base it off blizzard and have him charge for 5 seconds, once he finishes, he's fire a ball of energy that will go so far you won't be able to track it but it will go about a speed of 800 over a distance of 2000 (far enough to no one can track where it ends up. The ball itself will deal up to 500-650-800-1050 chaos damage which means it won't ever kill a hero or anything like that on it's own. But it will easily off any units and severly injure, and sometimes, finish off heroes with 40% hp or less (most heroes will dies from this at 40% health kongol being an exception as of right now). At the end of the ball, i can get it to explode and deal 200-300-400-500 (150-200-250-300 damage to towers) magic damage to all units/buildings in an area of 350. You'll only be able to cast within 500 distance so that it's hard to estimate range and to aim to hit units.

Like wise, this is perfect for a sudden attack out of nowhere if you can find a nice spot to hide in.

I can just set it to fire whenever he cancels casting it (making him stop just to fire the blast and then continue baytteling).

Ok and i never actually checked your final burst spell so that may be why it doesn't work properly. Sorry about that. it'll be fixed up later when i get to the dragoon skills.

Well, that's pretty much all i can think of for now.


One more thing... ( i could simply get dart and Haschel to always be moved to the unit so that they are always on the unit even if it runs away. (that would work but might make some problems with drawing a hero into enemy lines. Aw well, it's better than stunning units anyways.
#65
Well the thing is, Final Burst should be moving to the target of the shockwave base ability. But it's not.
#66
Awsome news guys. I've just figured out (because of someone elses map) how to make units go side ways!!!! Do you realize what this means? We can actually make the units look like they are flying by changing the pitch angle. With this i can make a charge up 1 shotbeam for melbuframa.

Also, for the final burst, Picture this, dart spins in a firery cyclone towards the target, followed by the awsome flames. Man this will make stuff look so cool. Like i can use the tornado for some abilities. Heck this makes things much much more open..... I'm going to work on Melbu's spell later but i have a feeling that this will make it not lag but look awsome in the end. this will be wicked!!!
#67
Sounds good. Looking forward to seeing it in action.
#68
BTW, when are you going to send me the map with all your add-ons on it?
#69
I am getting hung up on fausts ulti so it may have to be early next week.

Been working on it though, finished thor's hammer.
#70
Hmmm, what does thor's hammer do? I have an idea where he casts 3 lightning bolts to rip through the ground and kill units and stuff within an eare and have a small chance of locking onto units when they run close enough to them.

Also, I'm still not going to work much on the map until i get what you got so i can merge the maps for the spell.
#71
Secret :twisted: .

Don't worry, once I finish Heraldic Devastation I'll send you the test map.
#72
just make sure you tell me what i need to chenge when you give me the test map.

[update]

I've found quite a unqiue system that we could use for the item stuff. It's excatly what we want and hopefully i can get the guy to make it for us. Basically, you'll have the slots which will start empty and can hold 2-4 of that type of item which allows for item switching and will only take the attributes of the item equipped. This will allow heroes to carry certain items. For miranda we can give her a bow slot and an arrow slot instead of sword and shield. Her bows will affect her attack distance, speed, amount of arrows she can shoot and her arrows will effect the way she damages units. Doel will have another sword slot.

But seriously, you should take a look cause the system is awsome.
#73
I have, its called the item system in enfos.
#74
umm, i jsut figured out the system i was talking about doesn't work effectively. But this is how i've worked it out. We can simply make some items have a level. Slot 1 level 1 and so forth. For the archer players (if more than miranda or the same type with doel) we can give arrows for miranda and the secondary sword/shield for doel.

Thats pretty much what i've figured out. Only one sword at a time, but we could make it so that the heroes have a stash unit which only they can access so you can store a few items. we could proably even make it so each weapon is active so when you click it, it will take any item of the same level and replace it. Something like that so that you can quickly change a weapon if you have it. And you'll simply cycle through each slot and whenever you cast. i might make a dummy spell on every hero to lock/unlock the cycling (it will have 3 cooldown and will be used to turn on/off cycling items and if you don't have items to cycle, then you'll just click.
#75
Bump- man nobodies posted in a long time. Anyways, I've upgraded my two custom heroes and changed some of the stats for units/spells.

Anyways, here's the new ulti that i made for my glacial pandaren guy. It's called diamond dust and basically, he calls out 5-6-7-8 ice shards that fly out from his position, then wait a few seconds, and randomly target any units in the area (i made a special cycling to make sure that they always tareget A unit, but that the first unit they target they will follow for up to 15 seconds unless that unit dies, in which case they target another unit and follow for the rest of the duration and so forth. If there are no remaining units in the area, the shards instantly are destroyed.

At level 4, it can deal up to 1600 damage to a single target (deals 100 target damage + 100 nova X 8 shards)


I also gave him a speical passive ability that gave him the frost armor buff, bonus hp due to strength increase, slight armor boost, and random nova defense from both spells and attacks. Since this ability has much, i remade both my heroes to be made for countering attacks rather then dishing it out as much. The reason for the powerful passive is because up until he gets it, he dies reltively quickly and this basically allows him a better chance to escape and also counter enemy heroes/casters. As a result, however, his actual damage that he deals is tiny (starts out dealing 16-17 up to 43-44 and is slow attacker)



The other fire hero now has 2 passives, one of which is his ultimate. His one passive his him a chance to AoE slam the ground dealing damage and slowing units and burning the ground. His ultimate boosts this ability's effects by also initiating it as a counterattack mechanisme as well as an attack mechnaisme as well as giving him a permanent immolation property. (his passive gives chance to do it every attack, his ulti gives him high chance to do it every time he is attacked [has 20-16-12-8 second cooldown in between counter-attacks)



That's pretty much all i did with these guys, but i seriously need more stuff to do man. Qaenyin, send me the stuff and i'll put it in! I need to do freugal now i suppose. He should be not too bad (i'm gonna make a cool way to make his summons interesting. by adding tactics to his creatures[special ai depening on tactics set). I'll make the tactics effect ways of summoning, units to attack, and use of abilities.

That's all i;ve got for now. But someone please put something on the thread. (someone part of the team that is.)