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  1. Doomhammer

    Enthusiasm with SC II mapmaking

    It's been some time, I've finally grown up and such, and well, looking back to this awesome forum after half a year (I haven't been gaming much neither dealt with map-making at all), I'd kind of like to get some impressions of how well of a reception the Galaxy editor is getting amongst...
  2. Doomhammer

    Additional Gameplay features

    Blizzard is doing a great job already. Nonetheless, I'm sure there are still some great ideas out there. Post your ideas for new units, upgrades, unit features, or general gameplay features right here
  3. Doomhammer

    Petition adressing Blizzard

    I don't know if and how much in this direction has been done so far, yet with all the wicked ideas and suggestions for features concerning gameplay, battlenet and the Editor of Starcraft II, there is a true need to communicate our expectations with Blizzard. In the name of TH and the ongroing...
  4. Doomhammer

    Make units spin

    with SetUnitFacing and SetUnitFacingTimed, the facing of a unit can be changed. I assume that per call of this function we can at maximum rotate the unit 359 degrees. Is that correct? Now, let#s say we do this with a timer, then the maximum angle speed that can be achieved should be < 360 /...
  5. Doomhammer

    Starcraft Zone Control

    Starcraft Zone Control made by Angelusz is a project I've been working on quite some time now. The new version of the map is about to come out soon, with a rough estimate of ~90% finished; it boasts a better gameplay with new additional special abilities from the original Starcraft, such as...
  6. Doomhammer

    Attack Behavior of invisible units

    After casting invisibility, the invisible unit behaves differently towards enemies: it tries to avoid attacks. Is there any way to make them behave "normally"?
  7. Doomhammer

    Make unit unable to unload

    I was wondering if there is a way to have a unit kept in a transport, so player's can't unload the unit from the transport anymore. I've tried a lot, e.g. removing the load/unload ability from the transport, which did not work
  8. Doomhammer

    struct array / group

    I'm in need of a way to group a large amount of structs, so I can handle them like a unit group. Precise solutions are highly appreciated
  9. Doomhammer

    Spell Railgun

    A spell I rather made for fun: a railgun spiral effect as known from shooters à la Quake 2. On the pic you can't see that much since I set the bullet velocity pretty high. As a little annotation, I'm not very proud of my coding, which is based on yesterday's technology (cs cache) and...
  10. Doomhammer

    too many doodads for terrain deformation?

    I've made a spell that includes terrain deformation. It works well in my test map, which is a 64x64 Lordaeron spring map with a rather small amount of doodads. Yet when I use the spell in the proper map, which is a 92x92 Sunken ruins map already richly decorated with lots of custom doodads, it...
  11. Doomhammer

    General - Map Size Management: Saving the Last Byte

    Map size management - How to reduce the filesize of my map? Bigger is better? - Not when it comes to filesizes! This tutorial is for all those with quite a large amount of imports, who wish to further reduce the filesize of their map. Your benefit with smaller map sizes: faster up- and...
  12. Doomhammer

    Snippet PlayerColor2String, HexS2Dec

    With string messages, it can be useful to have the color of a player as the appropriate string color code. That's what the following code does: function GetPlayerColorString takes player p returns string local playercolor col=GetPlayerColor(p) if col == PLAYER_COLOR_RED then...
  13. Doomhammer

    cpu heavy or gpu heavy?

    I've got a pretty good system memory and cpu - wise (2.8ghz opteron, 4gig ram). My graphics card is a Geforce 7900 GS 512MB, yet a little underclocked to keep the passive cooling at tolerable degrees. I'm running Warcraft at 1280x1024, all graphic settings set to highest. As in my maps I'm using...
  14. Doomhammer

    check if immolation is still active

    The thread heading says it basically. I haven't come around how to check if an immolation based spell is still active after activating it. UnitFinishesSpellEffect triggers immediately after activating it
  15. Doomhammer

    System Mass Movement System

    The Mass Movement System is a system to facilitate and optimize the ordering of large amounts of units. It may come in handy to improve any type of footy map, TD maps or cinematics involving entire armies of moving units. As follows, a short :rolleyes: description, two screenies and the test map...
  16. Doomhammer

    ideas for shield spell

    Hi I'd like to create a shield spell: the way I imagine it, is comparable to the shield generators of supreme commander: all the units within the shield can fire out, but incoming shots are blocked by the shield. Ideas how to realize that?
  17. Doomhammer

    timer stack problem

    Before using stacks: function TimerPeriod takes nothing returns nothing local timer t2=GetExpiredTimer() local timer t=CreateTimer() call DestroyTimer(t2) set t2=null if (TimerGetRemaining(udg_Dialog_Timer)>1.0) then call StartSound( gg_snd_BattleNetTick )...
  18. Doomhammer

    DestroyEffectTimed

    some weeks ago, we had this discussion about my lousy way of destroying effects after a certain amount of time in situations where you actually can't have TriggerSleepAction(), such as functions directly processing picked units in a group. (ref...
  19. Doomhammer

    GroupBlink

    Hey, I'm sure you've all seen the Starcraft 2 ingame preview trailer. I really liked the way the zealots can now rapidly leap to a position thus greatly improving their melee fighting capabilities. I tried to emulate that with wc3. Well, first I was a bit disappointed, since in wc3 only one...
  20. Doomhammer

    Snippet ReplaceUnit

    As mentioned in a thread a few days ago, and as suggested by Mr. Zero, I'd like to submit a snippet of code that can be helpful at times: For some reason it can be useful to add the locust ability to units, to make them unselectable. But once locust is on, it can't be taken off again. To get...
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