D.V.D
Make a wish
- Reaction score
- 73
I havent done much either. Met up with my friends but nothing on the project. I want to finish up a spell I made to learn more about structs then I'll get back to terraining.
private function Matrix4Perspective1 takes MATRIX4 Output, real fovy, real Aspect, real zn, real zf returns MATRIX4
private function Matrix4Perspective2 takes MATRIX4 Output, real n, real f, real r, real l, real t, real b returns MATRIX4
private function Matrix4Look takes MATRIX4 Output, VECTOR3 PosCamera, VECTOR3 AxisX, VECTOR3 AxisY, VECTOR3 AxisZ returns MATRIX4
method Win2World takes real X, real Y, real Range returns VECTOR3
method World2Win takes real X, real Y, real Z returns VECTOR3
method ApplyCameraForPlayer takes player p, boolean IgnorChange returns boolean
method SetPosition takes real x, real y, real z returns nothing
method SetEyeAndAt takes real ex, real ey, real ez, real tx, real ty, real tz returns nothing
method SetYawPitchRoll takes real yaw, real pitch, real roll, boolean EyeLock returns nothing
static method New takes nothing returns CAMERA
method Delete takes nothing returns nothing
The Tauren model is not suited for the animation I am trying to achieve.
I tried it with the Mannoroth model and it worked, not flawlessly,
but at least it responded to the animation calls.
1. Tremor
- Type: No Target
- Spell Description:
The Tauren Warrior slams the ground with all his strength causing a large shockwave that pushes units away with it.
- Note: Make units slide behind the shockwave or on it for about 2 seconds
2. Jump Strike
- Type: Point Target
- Spell Description:
The Warrior jumps at a target area causing damage in that area. This spell is used to get from place to place in dungeons too.
- Note: Make the jump rise up slower and fall down quicker but at speeds that don't make it look unatural so no noticable slowed animations(atleast not too slow).
- Battle Rage is done
- KnockBack system updated with better effects
- SpellText library updated
I noticed that the AddToStruct functions in both combat systems, base the hero's max stamina on intellect. Shouldn't that be strength and agility, respectively?