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    [PAID] Torquescript / C++ Programmer Wanted

    Team name: Stormy Gale Interactive Project name: (Temporary Logo) Compensation: $500 on completion of project and a percentage of post-release royalties. Specifics will be discussed with applicants. About Us: We are a small, start-up indie studio located in Michigan (USA) seeking...
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    AoS SIEGE! - The New-Age AoS You've Been Waiting For

    I've currently started a project with a couple friends making our own indie game. I've had a great time with the WC3 editor, and I will take what I learned from my time with it to my next project. If you're interested in following along with this fun, new RPG you can bookmark and register at...
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    AoS SIEGE! - The New-Age AoS You've Been Waiting For

    Thanks for the bumps.
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    AoS SIEGE! - The New-Age AoS You've Been Waiting For

    Thanks for the review, vine. Glad you enjoyed it, and I liked the ideas you mentioned.
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    AoS SIEGE! - The New-Age AoS You've Been Waiting For

    thanks for the review
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    AoS SIEGE! - The New-Age AoS You've Been Waiting For

    I've set the world editor aside to work with a more versatile skill set. The world editor was a great experience and I learned a lot about design and GDDs from the countless hours I put into this project, but as a young adult it's in my best interest to feed myself rather than my passion of...
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    AoS SIEGE! - The New-Age AoS You've Been Waiting For

    I bump every few days, like so.
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    Gathering whether damage done was physical or magical

    I saw in a map once, I believe Desert of Exile, where the triggered skills seemed to differentiate between physical and magical damage dealt. Is there a condition somewhere that allows you to tell what type of damage was dealt or was this done another way?
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    Skip Remaining Actions not working while in a Player or Unit Group loop

    Ya, the bool with the if statement trick is what I had to end up doing. Thank you for your explanation; that's what i assumed, but its nice to hear it as a fact.
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    Skip Remaining Actions not working while in a Player or Unit Group loop

    After hours of large headaches with a piece of my code, i finally came to the conclusion (supported with some thorough testing) that the "skip remaining actions" function does not work properly when used with a player group loop or unit group loop, but does in a for loop. Any idea why this is?
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    Scripting Damage Reduction

    I just did some heavy testing and it appears that the unit will not actually die, it does keep them alive. Apparently the hard coded trigger to kill the unit happens after they take the damage, allowing custom triggers, such as this, to interfere. Also, it will still kill the unit if the final...
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