Many moons ago, I downloaded the excellent model of the DIII Demon Hunter from the Hive (here) for use in my campaign, and it has been working appropriately for the last few months.
Now, I recently downloaded the DIII maps from Hive (which are AMAZING, I highly recommend them), and since...
neckface presents:
FIRE AND BLOOD
a single-player campaign spanning four individual maps
What is It?
Fire and Blood is a classically-themed single-player RPG in which you control a party of four heroes. Loosely inspired by Warcraft and WOW themes and lore, your group of four young...
Hi all,
Stay with me on this one, I need your help!
I have my campaign heroes loading from map 1 to map 2 when map 1 ends, all via triggers.
However I do not want these heroes to load when the map 2 button is clicked from the initial campaign screen during subsequent plays.
In map 1 I...
EDIT: LOS Blockers are destructibles. Durr. :P
In my maps I'm noticing that LOS is unaffected by the presence of a closed gate. What gives? :nuts:
Any ideas how to make a gate block LOS?
(In case you're thinking of using LOS blockers, you cannot remove the LOS blocker doodad via...
I'm working on a dungeon for my campaign, and would like to have units chase the hero indefinitely once they aggro.
I've set the Creep guard distance and return times to max in gameplay constants and found that they only work with neutral hostile units.
This doesn't work for me, as I still...
[RESOLVED]
Hello,
I'm perplexed as to why my Wall of Fire spell (which is meant to create a spaced-out triple flame strike perpendicular to the facing angle of the caster) will often cause a fatal error.
Any help appreciated.
Here's the code:
WallOfFire
Events
Unit - A unit Starts...
ACTIONS
set tempLocation = position of triggering unit
create dummy at tempLocation
...(actions)
create second dummy at tempLocation
...(actions)
create third dummy at tempLocation
(actions)
custom script: call RemoveLocation (udg_tempLocation)
is it ok to RemoveLocation only at...
Is there a point where a map becomes so overloaded with custom units, abilities, imports, variables and triggers, that it just simply lags for no obvious reason?
I'm not sure why, but the test map for my campaign is lagging--the map itself pretty bare, and i have no initialization triggers...
Im working on a spell that encases target in ice, pausing it, but making it invulnerable for a time.
Is there any way to pause the target unit's mana and HP regeneration? I can't seem to find any trigger to do so........
Hey yall.
I need some help with lag/leak identification for a custom GUI spell.
Circle of Protection from Evil:
Channeled ultimate ability for my priestess. Two levels, based off starfall. Creates a circle of 600 diameter. Any enemy unit entering the circle gets its armor debuffed and small...
I have wanted to do this a few times in triggering abilities, but always gave up and worked around it or without it....
For the purpose of illustrating my problem, heres a hypothetical situation.
Lets say I have a spell called Shadow, and for the visual effects I want to attach to the chest...
I'm trying to make a highly modified version of elune's arrow ability, with a thrown spear (Concept-hero throws spear that impales through every enemy in a straight line) using slide triggers, etc.
The dummy unit for the Spear uses the model Orc Windrider missile, which gets "slided" forward...
Are certain autocast tooltips just buggy? I made custom hero abilities based of web and bloodlust, and they do not show the descriptive tooltip and sometimes will show weird letters/characters that i certainly did not type.
Any way around this, or do i have to start over with non-buggy base...
Anyone know of a method or setting to make creeps or AI units attack the player until death?
As it is they return to their point of placement after a certain distance... how can I make enemies not de-aggro?
Thanks
~neckface
Any bored skinners out there? I have an easy request.
I'm in need of a lightning-based caster. I would like to have "Storm," the pandaren, as the base, except with the face changed to that of a pudgy human. Thats the only area of the skin to be touched--the face! Not too hard, right...
Tauren, Abominations, Pit Lords, Etc, all have heavy thundering footsteps when they walk.
Is there a way I can identify this footstep sound effect and apply it to a different model, say, an enlarged Mountain King?
Have you ever gotten bored after winning a game of WCIII, and tormented your peons and peasants in increasingly feindish ways?
Then this may be the game concept for you!
(note: concept--this is an idea thread for a project which may or may not get finished)
This is a primordial idea for a...