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March 10th, 2005, 05:58 PM
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 Administrator SD_Ryoko just banlisted DonExodus for an extra 110 gold! It is distributed evenly among TheHelper
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Join Date: Dec 2003
Location: Up in there
Posts: 5,103
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Hero and Creep Revive, Item Combiner 2
Ryoko's Hero Tavern
This demo map sells heroes from a tavern. You can use random, repick, and all random.
YOU MUST add every custom hero to gameplay constants. You can delete everything that is already there.
Techtree - Dependancy Equivelants - Hero : ADD ALL HERE.
Techtree - Dependancy Equivelants - Alter: ADD ZONE INDICATOR.
Neutral Vehicle Loading]
This demo map helps you make cars for your map and cars you can steal.
-You need all the triggers.
-You need the two custom abilities.
-Your passenger unit must have the custom loading ability.
-Your vehicle must have all four abilities the tank has, including the custom cargo ability.
Ryoko Heroes, Creeps, and Items
Item Combiner
Shows how to combine charged items into one inventory slot. For example, it will combine potions with 5 charges each, into a potion with 10 charges.
Hero Revive
Revives heros using a timer window, local variables, and based on hero level.
Creep Revive
Revives creeps after x seconds, in the exact original location, and original type.
Hero Morph
Shows how to 'morph' heroes into a different hero when they level.
Item Attachments
The Claws of Attack +9 in the center has a model effect. It attaches a sword to the left hand of the hero. It has the 'Sword Effect' ability.
Spell Casting Tower
The tower in the center is a chain lightning tower. This shows how to make a tower cast spells on units. Notice, the attack cooldown is slightly less than the abilities cooldown, and the ability requires 0 mana. A trigger controls its behavior.
Imported Unit Models
This map has an import model, the Ice Infernal. Note the import paths were provided in the ZIP file, and I used it on a Rock Golem.
Elevators and Footswitches
-A simple up-and-down Elevator Example
-How to use Elevators as Stairs
-An example footswitch that kills all units
Teleporter
A simple one way teleporter with special effects.
Ryokos' Multiboard
Also has a simple multiboard that displays a force icon, player name, and kills.
Senkins' Multiboard
This is the multiboard used in Senkins tutorial. Download this if you came from the tutorial.
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July 3rd, 2007, 07:10 PM
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Visitor (Welcome to the Jungle, Baby!)
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Join Date: Jul 2007
Posts: 1
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There's one bug on your map Ryoko Vehicle Load.w3x ...when you unload the car if you move him the control won't change to neutral passive...yuo can fix it by changing the event "finish cast a ability" to "being casting a ability"...
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December 19th, 2007, 08:44 PM
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Visitor (Welcome to the Jungle, Baby!)
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Join Date: Dec 2007
Posts: 1
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Thanks
hey guys, just wanted to say thanks for this, it was really helpful
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December 22nd, 2007, 07:53 PM
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User (what does this little red button do...?)
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Join Date: Dec 2007
Posts: 37
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how would you make it so that when you repick you don't have to choose a hero?
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January 10th, 2008, 06:03 AM
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Hopes to get back into Mapmaking with SC2 :)
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Join Date: Apr 2007
Location: Germany
Posts: 1,281
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Quote:
Originally Posted by SD_Ryoko
Ryoko's Hero Tavern
This demo map sells heroes from a tavern. You can use random, repick, and all random.
YOU MUST add every custom hero to gameplay constants. You can delete everything that is already there.
Techtree - Dependancy Equivelants - Hero : ADD ALL HERE.
Techtree - Dependancy Equivelants - Alter: ADD ZONE INDICATOR.
Neutral Vehicle Loading]
This demo map helps you make cars for your map and cars you can steal.
-You need all the triggers.
-You need the two custom abilities.
-Your passenger unit must have the custom loading ability.
-Your vehicle must have all four abilities the tank has, including the custom cargo ability.
Ryoko Heroes, Creeps, and Items
Item Combiner
Shows how to combine charged items into one inventory slot. For example, it will combine potions with 5 charges each, into a potion with 10 charges.
Hero Revive
Revives heros using a timer window, local variables, and based on hero level.
Creep Revive
Revives creeps after x seconds, in the exact original location, and original type.
Hero Morph
Shows how to 'morph' heroes into a different hero when they level.
Item Attachments
The Claws of Attack +9 in the center has a model effect. It attaches a sword to the left hand of the hero. It has the 'Sword Effect' ability.
Spell Casting Tower
The tower in the center is a chain lightning tower. This shows how to make a tower cast spells on units. Notice, the attack cooldown is slightly less than the abilities cooldown, and the ability requires 0 mana. A trigger controls its behavior.
Imported Unit Models
This map has an import model, the Ice Infernal. Note the import paths were provided in the ZIP file, and I used it on a Rock Golem.
Elevators and Footswitches
-A simple up-and-down Elevator Example
-How to use Elevators as Stairs
-An example footswitch that kills all units
Teleporter
A simple one way teleporter with special effects.
Ryokos' Multiboard
Also has a simple multiboard that displays a force icon, player name, and kills.
Senkins' Multiboard
This is the multiboard used in Senkins tutorial. Download this if you came from the tutorial.
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I've got an idea for improvement:
Limit the heroes in your hero tavern map to 1 and if they repick limit it to old limit + 1
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January 16th, 2008, 02:39 AM
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New Member (Don't have too much fun)
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Join Date: May 2006
Location: Minas Tirith
Posts: 147
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Great job, my love...Iam going to use all of ur wonderful systems in my map "Battle of mount Hyjal.."..Thank you very much...and keep up your good job
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January 20th, 2008, 05:29 PM
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Regular User (What is Reputation?)
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Join Date: Jan 2008
Posts: 90
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edit: nvm, stupid mistake on my part.
Last edited by TwoHeadedBoy; January 20th, 2008 at 08:24 PM.
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March 14th, 2008, 07:59 AM
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User (what does this little red button do...?)
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Join Date: Jan 2008
Posts: 43
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I used your tutorial for making hero revive ->
http://world-editor-tutorials.thehelper.net/revive.php
and now i have 2 problems when i try to test my map.
1: call TimerDialogDisplayForPlayersBJ( true, WINDOW, GetOwningPlayer(OURHERO) )
it says: expected a function name. so what must i change here?
2: call ReviveHeroLoc(OURHERO, GetRectCenter(Get dieheroRect()), true )
diehero is here the name of my region. now it says: Expected a name
what must i change here?
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March 28th, 2008, 01:15 AM
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Visitor (Welcome to the Jungle, Baby!)
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Join Date: Mar 2008
Posts: 9
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yes but how would spawn new creeps after they died? I dont want to use a timer on mine, and how would you set them to spawn initially after a certain interval..
(e.g. I want no creeps to be there in the beginning then after 5 minutes creeps to spawn for the FIRST TIME and only once , when they are killed I want them to respawn after a certain interval too)
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March 28th, 2008, 04:46 AM
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http://www.thehelper.net/forums/showthread.php?t=1
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Join Date: Mar 2007
Location: Whereever I am needed
Posts: 1,997
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Quote:
Originally Posted by SD_Ryoko
Item Combiner
Shows how to combine charged items into one inventory slot. For example, it will combine potions with 5 charges each, into a potion with 10 charges.
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I think my Item stacker will do better there, as it allows for individual settings for each item Instead of just some global settings. Good work, though
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May 18th, 2008, 11:36 PM
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Resident Starcraft expert.
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Join Date: Apr 2007
Location: Phillipines
Posts: 2,479
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Does any one know how to make this show a timer only to the owner of the dead unit?
Code:
Revive Hero
Events
Unit - A unit Dies
Conditions
((Triggering unit) is A Hero) Equal to (==) True
((Owner of (Dying unit)) slot status) Equal to (==) Is playing
Actions
Custom script: local timerdialog WINDOW
Custom script: local integer HEROWAIT
Custom script: local timer OURTIMER
Custom script: local unit OURHERO
Custom script: set OURHERO = GetDyingUnit()
Custom script: set HEROWAIT = ( GetHeroLevel(OURHERO) * 5)
Custom script: set OURTIMER = CreateTimer()
Custom script: call StartTimerBJ( OURTIMER, false, ( I2R(HEROWAIT) ))
Custom script: call CreateTimerDialogBJ( OURTIMER, GetPlayerName(GetOwningPlayer(OURHERO)) )
Custom script: set WINDOW = GetLastCreatedTimerDialogBJ()
Custom script: call TimerDialogDisplayForPlayerBJ( true, WINDOW, GetOwningPlayer(OURHERO) )
Custom script: call PolledWait( HEROWAIT )
Hero - Instantly revive (Dying unit) at ((Owner of (Dying unit)) start location), Show revival graphics
Custom script: call PanCameraToTimedLocForPlayer( GetOwningPlayer(OURHERO), GetUnitLoc(OURHERO), 0.60 )
Custom script: call DestroyTimerDialog(WINDOW)
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July 24th, 2008, 05:43 AM
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Hyuna - I My Me Mine
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Join Date: Sep 2007
Location: South Korea
Posts: 1,884
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Hmm, here's a suggestion for the repick command.
Code:
Player Group - Pick every player in (Player group((Triggering player))) and do (Actions)
Loop - Actions
Trigger - Turn off (This trigger)
Maybe add this code so that a player cannot keep on repeating the repick command. Or else, a player could keep on repicking heroes. Just a suggestion =D
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July 24th, 2008, 08:27 AM
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Drown the fury and swallow the fire
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Join Date: Aug 2006
Location: Ireland
Posts: 7,297
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1) That's causing a leak
2) That prevents everyone else from using repick, since you just turned off the whole trigger
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July 26th, 2008, 02:08 AM
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"All the power in the world resides in the eyes"
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Join Date: May 2008
Location: SoCal
Posts: 1,458
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Your makeing the same mistake I did at first, read the rules of this section before you post, you have to remove all the leaks from your triggers and I found a few that leak, if you look around this forum there is a program that will tell you what is leaking and how to fix it. (If you can't find it just post and I will find the link.)
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August 2nd, 2008, 02:19 AM
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Visitor (Welcome to the Jungle, Baby!)
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Join Date: Aug 2008
Posts: 2
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Revive Location Q
I've read the tutorial on the reviving heroes trigger, but I don't understand how to change the location that the heroes revive in. What do I have to change in this to make the heroes revive at a region?
call ReviveHeroLoc(OURHERO, GetRectCenter(GetPlayableMapRect()), true )
Thanks in advance for any help!
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