Blademasters of Chaos and Orc
Forum rules
Finished maps:
• Submitting your own map(s):
One map per topic please! (Or we will have a hard time finding out which comment is for which map)
You can leave your Username@Realm so people can contact you in game. (eg.: 3ICE@USEast, 3ICE@Northrend)
Write a description and don't forget to post some screenshots. (Images and videos are worth a thousand words)
• Submitting a map not made by you:
Do not claim it as yours. We'll find it out (sooner or later) anyway.
Ask the maker to submit it himself is possible.
Or at least let the maker know that his map has a topic here, so he can benefit from your comments and bug reports. (Or request the thread be deleted for whatever reason*.)
Unfinished maps:
You are welcome to post your unfinished maps here and ask for help.
We will look at the map and tell you whats wrong with it or how to continue editing it.
Projects:
Important/cool maps and big projects will have their own forum category inside. (Like the 3ICE's Maze Designer category)
Finished maps:
• Submitting your own map(s):
One map per topic please! (Or we will have a hard time finding out which comment is for which map)
You can leave your Username@Realm so people can contact you in game. (eg.: 3ICE@USEast, 3ICE@Northrend)
Write a description and don't forget to post some screenshots. (Images and videos are worth a thousand words)
• Submitting a map not made by you:
Do not claim it as yours. We'll find it out (sooner or later) anyway.
Ask the maker to submit it himself is possible.
Or at least let the maker know that his map has a topic here, so he can benefit from your comments and bug reports. (Or request the thread be deleted for whatever reason*.)
Unfinished maps:
You are welcome to post your unfinished maps here and ask for help.
We will look at the map and tell you whats wrong with it or how to continue editing it.
Projects:
Important/cool maps and big projects will have their own forum category inside. (Like the 3ICE's Maze Designer category)
Blademasters of Chaos and Orc
Ok, so the map Territory Wars can't work out.
Reason: Control Point trigger problem, The whole map problem
So i created another map, a battle between the chaos blademasters and the original blademasters.
Created Omnislash (Finally works!), Blade Dance, Swordstep, Berserk(increase swordstep chances), Blink Strike, Critical Strike (Also multiples Swordstep damage).
Created Counter Helix, YAY!
Give me some more ideas for blademaster skills, really needed them.
Added Lightning Rush. Stuns surrounding enemy units, creating lightnings bolts shooting out from every direction, dealing 325,650,1000 damage.
please help!
Reason: Control Point trigger problem, The whole map problem
So i created another map, a battle between the chaos blademasters and the original blademasters.
Created Omnislash (Finally works!), Blade Dance, Swordstep, Berserk(increase swordstep chances), Blink Strike, Critical Strike (Also multiples Swordstep damage).
Created Counter Helix, YAY!
Give me some more ideas for blademaster skills, really needed them.
Added Lightning Rush. Stuns surrounding enemy units, creating lightnings bolts shooting out from every direction, dealing 325,650,1000 damage.
please help!
- Attachments
-
- ertmaS_BladeChaosOrc.w3x
- (272.05 KiB) Downloaded 580 times
Last edited by samtre on Thu Jan 22, 2009 6:02 am, edited 11 times in total.
- 3ICE
- Admin
- Posts: 2629
- Joined: Sat Mar 01, 2008 11:34 pm
- Realm: Europe
- Account: 3ICE
- Clan: 3ICE
- Location: Hungary
- Contact:
Re: Territory Wars
First copy everything over to a new map.
Then start debugging your triggers:
Add Game - Display to (All players) the text: pass1 after every action in every trigger, increasing 1 every time. Example:
Then start debugging your triggers:
Add Game - Display to (All players) the text: pass1 after every action in every trigger, increasing 1 every time. Example:
Melee Initialization (You forgot to change this trigger name!)
Events Time - Elapsed game time is 1.00 seconds Conditions Actions Melee Game - Use melee time of day (for all players) Player - Set Player 1 (Red) Current gold to 50000 Player - Set Player 1 (Red) Current lumber to 50000 Quest - Create a Optional quest titled Task: Gang Leaders with the description Place your operatio..., using icon path ReplaceableTextures\CommandButtons\BTNBandit.blp Quest - Create a Optional quest titled Task: Necromancers with the description Place your operatio..., using icon path ReplaceableTextures\CommandButtons\BTNBandit.blp Player - Set name of Neutral Hostile to City Guards Visibility - Create an initially Enabled visibility modifier for Player 1 (Red) emitting Visibility across (Playable map area)
toEvents Time - Elapsed game time is 1.00 seconds Conditions Actions Melee Game - Use melee time of day (for all players) Player - Set Player 1 (Red) Current gold to 50000 Player - Set Player 1 (Red) Current lumber to 50000 Quest - Create a Optional quest titled Task: Gang Leaders with the description Place your operatio..., using icon path ReplaceableTextures\CommandButtons\BTNBandit.blp Quest - Create a Optional quest titled Task: Necromancers with the description Place your operatio..., using icon path ReplaceableTextures\CommandButtons\BTNBandit.blp Player - Set name of Neutral Hostile to City Guards Visibility - Create an initially Enabled visibility modifier for Player 1 (Red) emitting Visibility across (Playable map area)
Melee Initialization (You forgot to change this trigger name!)
Events Time - Elapsed game time is 1.00 seconds Conditions Actions Game - Display to (All players) the text: pass0 Melee Game - Use melee time of day (for all players) Game - Display to (All players) the text: pass1 Player - Set Player 1 (Red) Current gold to 50000 Game - Display to (All players) the text: pass2 Player - Set Player 1 (Red) Current lumber to 50000 Game - Display to (All players) the text: pass3 Quest - Create a Optional quest titled Task: Gang Leaders with the description Place your operatio..., using icon path ReplaceableTextures\CommandButtons\BTNBandit.blp Game - Display to (All players) the text: pass4 Quest - Create a Optional quest titled Task: Necromancers with the description Place your operatio..., using icon path ReplaceableTextures\CommandButtons\BTNBandit.blp Game - Display to (All players) the text: pass5 Player - Set name of Neutral Hostile to City Guards Game - Display to (All players) the text: pass6 Visibility - Create an initially Enabled visibility modifier for Player 1 (Red) emitting Visibility across (Playable map area) Game - Display to (All players) the text: pass7
This helps you find the bugged action and then you can examine and fix it. (The error occurs in the trigger action that is after the last received pass message. (Eg: you see pass4 last, the problem is with the quest creation)Events Time - Elapsed game time is 1.00 seconds Conditions Actions Game - Display to (All players) the text: pass0 Melee Game - Use melee time of day (for all players) Game - Display to (All players) the text: pass1 Player - Set Player 1 (Red) Current gold to 50000 Game - Display to (All players) the text: pass2 Player - Set Player 1 (Red) Current lumber to 50000 Game - Display to (All players) the text: pass3 Quest - Create a Optional quest titled Task: Gang Leaders with the description Place your operatio..., using icon path ReplaceableTextures\CommandButtons\BTNBandit.blp Game - Display to (All players) the text: pass4 Quest - Create a Optional quest titled Task: Necromancers with the description Place your operatio..., using icon path ReplaceableTextures\CommandButtons\BTNBandit.blp Game - Display to (All players) the text: pass5 Player - Set name of Neutral Hostile to City Guards Game - Display to (All players) the text: pass6 Visibility - Create an initially Enabled visibility modifier for Player 1 (Red) emitting Visibility across (Playable map area) Game - Display to (All players) the text: pass7
Re: Territory Wars
tried, everything failed, every trigger in my map won't work......
- 3ICE
- Admin
- Posts: 2629
- Joined: Sat Mar 01, 2008 11:34 pm
- Realm: Europe
- Account: 3ICE
- Clan: 3ICE
- Location: Hungary
- Contact:
Re: Territory Wars
All triggers work for me. I copied them to a new map and they ran fine.
You need to remake your map, the problem is not with your triggers. It's a bug in the World Editor. Creating a new map fixes it.
(This bug happened to me two times while working on Maze Designer. I didn't find out why it happens, but the only solution is copying everything over to a new map.)
You need to remake your map, the problem is not with your triggers. It's a bug in the World Editor. Creating a new map fixes it.
(This bug happened to me two times while working on Maze Designer. I didn't find out why it happens, but the only solution is copying everything over to a new map.)
Last edited by 3ICE on Tue Jan 06, 2009 6:01 am, edited 1 time in total.
Reason: happened to me before
Reason: happened to me before
Re: Territory Wars
ok.....but is there a faster way i could do it? (lazy)
Edit: Ok, found a way... export all objects data.........zzz
Edit: Ok, found a way... export all objects data.........zzz
- 3ICE
- Admin
- Posts: 2629
- Joined: Sat Mar 01, 2008 11:34 pm
- Realm: Europe
- Account: 3ICE
- Clan: 3ICE
- Location: Hungary
- Contact:
Re: Territory Wars
You can select all units → copy → paste.
You can select all doodads → copy → paste.
You can select the entire map (terrain) → copy → paste.
You can select trigger categories one by one → copy → paste.
You can select the loading screen text → copy → paste.
You can export all object data → import.
You can export strings → import.
You can export gameplay constants → import.
Imported files aren't this simple. You have to export them one by one and then import.
You can select all doodads → copy → paste.
You can select the entire map (terrain) → copy → paste.
You can select trigger categories one by one → copy → paste.
You can select the loading screen text → copy → paste.
You can export all object data → import.
You can export strings → import.
You can export gameplay constants → import.
Imported files aren't this simple. You have to export them one by one and then import.
Re: Territory Wars
ok, the whole editor is crap right now...... exported/imported, and still same thing...... There is really something wrong with the triggers......... Oh and tell me how you think of the trigger skills i made for the blademaster ^^.
- 3ICE
- Admin
- Posts: 2629
- Joined: Sat Mar 01, 2008 11:34 pm
- Realm: Europe
- Account: 3ICE
- Clan: 3ICE
- Location: Hungary
- Contact:
Re: Territory Wars
Lots of negative things:samtre wrote:Oh and tell me how you think of the trigger skills i made for the blademaster ^^.
3ICE wrote: ((Attacked unit) is A structure) Equal to (==) False ← misplaced, should be in the trigger conditions. If you fix this you will be able to get rid of a whole if block.
3ICE wrote: Set AttackedUnit = (Attacked unit) and Set AttackingUnit = (Attacking unit) ← You are basically destroying your ability's MUI-ness by these. Completely useless too.
3ICE wrote: Unit - Remove Wind Walk buff from AttackingUnit ← When the unit attacks, it automatically loses the Wind Walk buff. So this is useless.
3ICE wrote: Animation - Play AttackingUnit's attack animation ← It is already playing... (Because you forgot to PAUSE the two units → They start fighting again!)
also3ICE wrote: Unit - Turn collision for (Last created unit) Off ← It already has locust...
3ICE wrote:I like how you allow the spell to be casted on allies without damage. It's nice.
3ICE wrote:Why are you setting all those variables? (AttackingUnit, AttackedUnit, tempPointAttacked, tempPointAttacking, Caster, Castloc) All they do is leak more memory!
3ICE wrote:Use true/false for that. A lot faster than integers and uses less memory.CapturePointsCaptured wrote:0 = Free 1 = Captured
Re: Territory Wars
i'm trying to make the Wind Walk effect disappear when [40%/100%] chance when attack to break invisibility to deal extra damage.
And for the attack animation, without it, it would just switch position with the attacked unit but never showing he has been attacked.
Like when 1 unit is attacked, it will show atleast an attack animation of the attacking unit.
And for the attack animation, without it, it would just switch position with the attacked unit but never showing he has been attacked.
Like when 1 unit is attacked, it will show atleast an attack animation of the attacking unit.
- 3ICE
- Admin
- Posts: 2629
- Joined: Sat Mar 01, 2008 11:34 pm
- Realm: Europe
- Account: 3ICE
- Clan: 3ICE
- Location: Hungary
- Contact:
Re: Territory Wars
Did you read this part?
3ICE wrote:you forgot to PAUSE the two units → They start fighting again!
Who is online
Users browsing this forum: No registered users and 167 guests