Spell Arctic Blast

Tom_Kazansky

--- wraith it ! ---
Reaction score
157
Arctic Blast

Aided by the will of the North Winds, the Cold Reaver conjures up a chilling torrent of frost
that incapacitates all caught within the frozen blast.

Method: vJass (requires NewGen)
MUI: Yes
MPI: Yes
Lagless: Yes but I know I still have leak somewhere
Well-made tooltips: Yes

The hero will channel for 5 seconds but the hero can recast the spell to continue channeling and change direction. Mana cost for casting is 0 (free) but mana will be drained over time(default is 10x12.5 mana per second)

Screen shot:
arcticblastlc8.jpg


v1.1
attachment.php

attachment.php
Here is the Code:

JASS:
scope ArcticBlast initializer Init

globals
        private integer ArcticBlastID = 'A001'  //RawId of the Arctic Blast ability
        private integer ArcticBoltID = 'n002'  //RawId of the Arctic Bolt dummy
        private real ArcticBlastSpeed  = 800   //speed for the Arctic Blast bolts
        private integer IceSlowID = 'A000'     //this ability is used for slow, modify this for the slow duration
        private string IceSlowOrder = "frostnova"     //this is order string of the ice slow ability, if you use a different ability (not Frost Nova), you should change this
        private real ArcticBoltCollides = 125.  //the range that the Arctic Blast bolts will hit enemy unit.
        private integer BoltInterval = 2 //This is the amount of time between the fire of two bolts
        //inteval = BoltInterval * 0.05 = 0.1. So every 0.1s a bolt will be fired
        private real DamageInterval = BoltInterval * 0.05 // = 0.1
endglobals
//==========================================
private function TJSetUnitHeight takes unit c, real h returns nothing
    call UnitAddAbility(c,'Amrf')
    call UnitRemoveAbility(c,'Amrf')
    call SetUnitFlyHeight(c,h,0)
endfunction

private function TJGetPPX takes real x, real dist, real angle returns real
    return x + dist * Cos(angle * bj_DEGTORAD)
endfunction

private function TJGetPPY takes real y, real dist, real angle returns real
    return y + dist * Sin(angle * bj_DEGTORAD)
endfunction
//===========================================
private function GetManaCost takes integer lvl returns real
    return 10. //this is the mana cost per DamageInterval second
endfunction
private function GetMinDamage takes integer lvl returns real
    return lvl * 5. //this is the minimum damage per DamageInterval second
endfunction
private function GetMaxDamage takes integer lvl returns real
    return lvl * 10. //this is the maximum damage per DamageInterval second
endfunction
private function GetDistance takes integer lvl returns real
    return 400.+100.*lvl
endfunction

//===========================================
private struct data
    unit caster = null
    trigger hit = null
    triggeraction hitact = null
    timer move = null
    group blast = null
    real cx = 0.0
    real cy = 0.0
    real cost = 0.0
    real min = 0.0
    real max = 0.0
    real dis = 0.0
    integer interval = 0
    integer lvl = 0
    method onDestroy takes nothing returns nothing
        if .hit != null then
            call TriggerRemoveAction(.hit, .hitact)
            call DestroyTrigger(.hit)
        endif
        if .move != null then
            call ReleaseTimer(.move)
        endif
        if .blast != null then
            call ReleaseGroup(.blast)
        endif
   endmethod

endstruct

private function ArcticBlastH takes nothing returns nothing
    local trigger t = GetTriggeringTrigger()
    local data d = GetCSData(t)
    local unit a = GetTriggerUnit()
    if GetWidgetLife(a) == 0 or not IsUnitEnemy(a,GetOwningPlayer(d.caster)) then 
        return
    endif
    //when a is alive and a is an enemy, a takes damage (Still need more conditions)
    call UnitDamageTarget(d.caster,a,GetRandomReal(d.min,d.max),false,true,ATTACK_TYPE_CHAOS,DAMAGE_TYPE_UNIVERSAL,WEAPON_TYPE_WHOKNOWS)
    
    call CasterCastAbilityEx( Player(15), GetUnitX(a), GetUnitY(a), 0., IceSlowID, d.lvl, IceSlowOrder, a, 1. )
    
    set a = null
endfunction

private function ArcticBlastGM takes nothing returns nothing
    local unit d = GetEnumUnit()
    if GetWidgetLife(d) > 0 then
        call SetUnitPosition(d, TJGetPPX(GetUnitX(d),ArcticBlastSpeed/25,GetUnitFacing(d)), TJGetPPY(GetUnitY(d),ArcticBlastSpeed/25,GetUnitFacing(d)) )
    endif
    set d = null
endfunction

private function ArcticBlastE takes nothing returns nothing
    local timer t = GetExpiredTimer()
    local data d = GetCSData(t)
    local boolean b = true
    local string o
    local unit db
    if GetUnitState(d.caster,UNIT_STATE_MANA)<d.cost then
        call IssueImmediateOrder(d.caster,"stop")
    endif
    set o = OrderId2String(GetUnitCurrentOrder(d.caster))
    if o != "blizzard" or  d.cx != GetUnitX(d.caster) or d.cy != GetUnitY(d.caster) then
        set b = false
        call SetCSData(d.caster,0)
    endif

    if b then
        if d.interval == 0 and b then
            set db = CreateUnit(GetOwningPlayer(d.caster),ArcticBoltID,TJGetPPX(GetUnitX(d.caster),50,GetUnitFacing(d.caster)), TJGetPPY(GetUnitY(d.caster),50,GetUnitFacing(d.caster)),GetUnitFacing(d.caster))
            call SetUnitPathing(db,false)
            call SetUnitExploded(db,true)
            call TJSetUnitHeight(db,75)
            call UnitApplyTimedLife(db,'BTLF',d.dis/ArcticBlastSpeed)
            call GroupAddUnit(d.blast,db)
            call TriggerRegisterUnitInRange(d.hit,db,ArcticBoltCollides,null)
            set db = null
            set d.interval = BoltInterval
            call SetUnitState(d.caster,UNIT_STATE_MANA,GetUnitState(d.caster,UNIT_STATE_MANA)-d.cost)
        endif
        set d.interval = d.interval - 1
    endif
    if IsUnitGroupDeadBJ(d.blast) then
        call SetCSData(d.caster,0)
        call data.destroy(d)
    else
        call ForGroup(d.blast,function ArcticBlastGM)
    endif
endfunction

private function ArcticBlast takes unit c, real min, real max, real dis, integer lvl,real cost returns nothing
    local data d = GetCSData(c)
    if d == 0 then
        set d = data.create()
        set d.hit = CreateTrigger()
        set d.hitact = TriggerAddAction(d.hit,function ArcticBlastH )
        set d.move = NewTimer()
        call TimerStart(d.move,0.05,true, function ArcticBlastE)
        set d.blast = NewGroup()
        call SetCSData(d.move,d)
        call SetCSData(d.hit,d)
        call SetCSData(c,d)
    endif
    set d.cx = GetUnitX(c)
    set d.cy = GetUnitY(c)
    set d.caster = c
    set d.cost = cost
    set d.min = min
    set d.max = max
    set d.lvl = lvl
    set d.dis = dis
endfunction

private function ArcticBlastC takes nothing returns boolean
    return GetSpellAbilityId() == ArcticBlastID
endfunction

private function ArcticBlastA takes nothing returns nothing
    local unit c = GetTriggerUnit()
    local integer lvl = GetUnitAbilityLevel(c,ArcticBlastID)
    call ArcticBlast(c,GetMinDamage( lvl ) , GetMaxDamage( lvl ) ,  GetDistance( lvl ) , lvl ,  GetManaCost( lvl )  )
    set c = null
endfunction

//===========================================================================
private function Init takes nothing returns nothing
    local trigger t = CreateTrigger(  )
    call TriggerRegisterAnyUnitEventBJ( t, EVENT_PLAYER_UNIT_SPELL_EFFECT )
    call TriggerAddCondition( t, Condition( function ArcticBlastC ) )
    call TriggerAddAction( t, function ArcticBlastA )
    set t = null
    
endfunction

endscope


v1.1
JASS:
//=====================================================================================================
//|        Artic Blast
//|       ¯¯¯¯¯¯¯¯¯¯¯¯¯
//|
//|   Requires:
//|   ¯¯¯¯¯¯¯¯
//|  JASS NewGen
//|  ABC and PUI of Cohadar
//|
//|   How to implement in your map:
//|   ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
//|  Make sure you have JASS Newgen, it can be found on wc3campaigns
//|  Copy the ABC trigger to your map unless you already have it
//|  Copy the PUI trigger to your map
//|  Copy the ArcticBlast trigger to your map
//|  Copy the unit Dummy and Dummy Arctic Bolt
//|  Copy the ability Arctic Blast and Arctic Blast Slow
//|  In the ArcticBlast trigger, change the RAW IDs of the dummy units and ability ID
//|  to match the ones you have (ctrl + D in object editor to view RAW IDs)
//|
//|   Credit:
//|   ¯¯¯¯¯¯¯
//|  If you like this spell and decide to use it in your map, I would be happy to be mentioned
//|  somewhere, but it is not required <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile    :)" loading="lazy" data-shortname=":)" />
//|
//|   Modification:
//|   ¯¯¯¯¯¯¯¯¯¯¯¯
//|  You can change any of the values in the globals section of ArcticBlast trigger to your liking
//|  Only change the core functions if you&#039;re experienced in JASS
//|
//=====================================================================================================

scope ArcticBlast initializer Init

globals
        private integer ArcticBlastID = &#039;A001&#039;  //RawId of the Arctic Blast ability
        private integer ArcticBoltID = &#039;n002&#039;  //RawId of the Arctic Bolt dummy
        private real ArcticBlastSpeed  = 800   //speed for the Arctic Blast bolts
        private integer IceSlowID = &#039;A000&#039;     //this ability is used for slow, modify this for the slow duration
        private string IceSlowOrder = &quot;frostnova&quot;     //this is order string of the ice slow ability, if you use a different ability (not Frost Nova), you should change this
        private real ArcticBoltCollides = 125.  //the range that the Arctic Blast bolts will hit enemy unit.
        private integer BoltInterval = 2 //This is the amount of time between the fire of two bolts
        private integer DummyId = &#039;e000&#039; //dummy unit&#039;s Id
        //inteval = BoltInterval * 0.05 = 0.1. So every 0.1s a bolt will be fired
        private real DamageInterval = BoltInterval * 0.05 // = 0.1
endglobals
//==========================================
private function SetUnitZ takes unit c, real h returns nothing
    call UnitAddAbility(c,&#039;Amrf&#039;)
    call UnitRemoveAbility(c,&#039;Amrf&#039;)
    call SetUnitFlyHeight(c,h,0)
endfunction

private function GetPPX takes real x, real dist, real angle returns real
    return x + dist * Cos(angle * bj_DEGTORAD)
endfunction

private function GetPPY takes real y, real dist, real angle returns real
    return y + dist * Sin(angle * bj_DEGTORAD)
endfunction

//===========================================
globals
    private unit SLOWCASTER
    private integer TEMPINT
endglobals

private function GetManaCost takes integer lvl returns real
    return 10. //this is the mana cost per DamageInterval second
endfunction
private function GetMinDamage takes integer lvl returns real
    return lvl * 5. //this is the minimum damage per DamageInterval second
endfunction
private function GetMaxDamage takes integer lvl returns real
    return lvl * 10. //this is the maximum damage per DamageInterval second
endfunction
private function GetDistance takes integer lvl returns real
    return 400.+100.*lvl
endfunction

//===========================================
private struct data
    //! runtextmacro PUI()
    unit caster = null
    trigger hit = null
    triggeraction hitact = null
    timer move = null
    group blast = null
    integer blastc = 0
    real cx = 0.0
    real cy = 0.0
    real cost = 0.0
    real min = 0.0
    real max = 0.0
    real dis = 0.0
    integer interval = 0
    integer lvl = 0
    boolean stop = false
    sound snd
    method onDestroy takes nothing returns nothing
        if .hit != null then
            call ClearTriggerStructA(.hit)
            call DisableTrigger(.hit)
            call TriggerRemoveAction(.hit, .hitact)
            call DestroyTrigger(.hit)
        endif
        if .move != null then
            call ClearTimerStructA(.move)
            call DestroyTimer(.move)
        endif
        if .blast != null then
            call DestroyGroup(.blast)
        endif
   endmethod

endstruct

private function ArcticBlastH takes nothing returns nothing
    local data d = GetTriggerStructA(GetTriggeringTrigger())
    local unit a = GetTriggerUnit()
    if GetWidgetLife(a) == 0 or not IsUnitEnemy(a,GetOwningPlayer(d.caster)) then 
        set a = null
        return
    endif
    //when a is alive and a is an enemy, a takes damage (Still need more conditions)
    call UnitDamageTarget(d.caster,a,GetRandomReal(d.min,d.max),false,true,ATTACK_TYPE_CHAOS,DAMAGE_TYPE_UNIVERSAL,WEAPON_TYPE_WHOKNOWS)
    
    call IssueImmediateOrder(SLOWCASTER,&quot;stop&quot;)
    call SetUnitAbilityLevel(SLOWCASTER,IceSlowID,d.lvl)
    call IssueTargetOrder(SLOWCASTER,IceSlowOrder,a)
    set a = null
endfunction

private function ArcticBlastGM takes nothing returns nothing
    local data d = TEMPINT
    local unit e = GetEnumUnit()
    if IsUnitType(e,UNIT_TYPE_DEAD) then
        call GroupRemoveUnit(d.blast,e)
        set d.blastc = d.blastc - 1
    else
        call SetUnitPosition(e, GetPPX(GetUnitX(e),ArcticBlastSpeed/25.,GetUnitFacing(e)), GetPPY(GetUnitY(e),ArcticBlastSpeed/25.,GetUnitFacing(e)) )
    endif
    set e = null
endfunction

private function ArcticBlastE takes nothing returns nothing
    local data d = GetTimerStructA( GetExpiredTimer() )
    local boolean b = true
    local string o
    local unit db
    
    if not d.stop then
    
        if GetUnitState(d.caster,UNIT_STATE_MANA)&lt;d.cost then
            call IssueImmediateOrder(d.caster,&quot;stop&quot;)
        endif
        set o = OrderId2String(GetUnitCurrentOrder(d.caster))
        if o != &quot;blizzard&quot; or  d.cx != GetUnitX(d.caster) or d.cy != GetUnitY(d.caster) then
            set d.stop = true
            call StopSound(d.snd,true,true)
        endif

        if d.interval == 0 and b then
            set db = CreateUnit(GetOwningPlayer(d.caster),ArcticBoltID,GetPPX(GetUnitX(d.caster),50,GetUnitFacing(d.caster)), GetPPY(GetUnitY(d.caster),50,GetUnitFacing(d.caster)),GetUnitFacing(d.caster))
            call SetUnitPathing(db,false)
            call SetUnitExploded(db,true)
            call SetUnitZ(db,40.)
            call UnitApplyTimedLife(db,&#039;BTLF&#039;,d.dis/ArcticBlastSpeed)
            call GroupAddUnit(d.blast,db)
            call TriggerRegisterUnitInRange(d.hit,db,ArcticBoltCollides,null)
            call SetUnitTimeScale(db,0.)
            set db = null
            set d.interval = BoltInterval
            call SetUnitState(d.caster,UNIT_STATE_MANA,GetUnitState(d.caster,UNIT_STATE_MANA)-d.cost)
            set d.blastc = d.blastc - 1
        endif
        
        set d.interval = d.interval - 1
    endif
    
    if d.blastc == 0 then
        set data[d.caster] = 0
    else
        set TEMPINT = d
        call ForGroup(d.blast,function ArcticBlastGM)
    endif
    
endfunction

private function ArcticBlast takes unit c, real min, real max, real dis, integer lvl,real cost returns nothing
    local data d = data[c]
    if d == 0 then
        set d = data.create()
        set d.hit = CreateTrigger()
        set d.hitact = TriggerAddAction(d.hit,function ArcticBlastH )
        set d.move = CreateTimer()
        call TimerStart(d.move,0.05,true, function ArcticBlastE)
        set d.blast = CreateGroup()
        call SetTimerStructA(d.move,d)
        call SetTriggerStructA(d.hit,d)
        //set d.snd = CreateSound(&quot;Units\\Undead\\FrostWyrm\\FrostwyrmAttack1.wav&quot;,true,true,true, 10 , 10 , &quot;&quot; )
        set d.snd = CreateSound(&quot;Abilities\\Spells\\Other\\BreathOfFrost\\BreathOfFrost1.wav&quot; ,true,true,true, 10 , 10 , &quot;&quot; )
        call SetSoundVolume(d.snd,127)
        call StartSound(d.snd)
        set data[c] = d
    endif
    set d.cx = GetUnitX(c)
    set d.cy = GetUnitY(c)
    call SetSoundPosition(d.snd,d.cx,d.cy,0.)
    set d.caster = c
    set d.cost = cost
    set d.min = min
    set d.max = max
    set d.lvl = lvl
    set d.dis = dis
    set d.stop = false
endfunction

private function ArcticBlastC takes nothing returns boolean
    return GetSpellAbilityId() == ArcticBlastID
endfunction

private function ArcticBlastA takes nothing returns nothing
    local unit c = GetTriggerUnit()
    local integer lvl = GetUnitAbilityLevel(c,ArcticBlastID)
    call ArcticBlast(c,GetMinDamage( lvl ) , GetMaxDamage( lvl ) ,  GetDistance( lvl ) , lvl ,  GetManaCost( lvl )  )
    set c = null
endfunction

//===========================================================================
private function Init takes nothing returns nothing
    local trigger t = CreateTrigger(  )
    call TriggerRegisterAnyUnitEventBJ( t, EVENT_PLAYER_UNIT_SPELL_EFFECT )
    call TriggerAddCondition( t, Condition( function ArcticBlastC ) )
    call TriggerAddAction( t, function ArcticBlastA )
    set t = null
    
    set SLOWCASTER = CreateUnit( Player(15), DummyId, 0.,0.,0. )
    call UnitAddAbility( SLOWCASTER, IceSlowID )
endfunction

endscope

version 1.2 is compatible with patch 1.24b

Credit:
- Thanks Tinki3 for the test map template
- Thanks Vexorian for the CasterSystem
(v1.1)
- Thanks Tinki3 for the test map template
- Thanks Vexorian for CSData
- Thanks Cohadar for PUI and ABC
 

Attachments

  • ArcticBlast.w3x
    198 KB · Views: 555
  • [Spell] ArcticBlast 1.1.w3x
    52.4 KB · Views: 418
  • ArcticBlast.JPG
    ArcticBlast.JPG
    70.2 KB · Views: 1,488
  • ArcticBlast2.JPG
    ArcticBlast2.JPG
    71 KB · Views: 1,503
  • [Spell] ArcticBlast 1.2.w3x
    58.3 KB · Views: 503
So if you just continuously press the spell, it becomes an infinite loop? You can never stop casting?
 
>So if you just continuously press the spell, it becomes an infinite loop? You can never stop casting?
Why did you say that ?
Press the spell only for continuing channel the spell and change direction (I have edited my first post). The hero will stop casting if he is issued to stop or his mana reached zero
 
Well, I see you use (KaTTaNa's) Handle vars, I suggest you use ABC or HSAS or something. KaTTaNa's use Gamecache, which is slow and out-dated.
Very nice Spell nonetheless.
I like the Idea of casting this over to make it last longer. Quite unique
 
Oh.. pardon me for getting the wrong idea :p

It was a fast read and I only understood about 80% of it.
 
Don't use Handle Variables. Game cache is evil. Really evil.

Anyway the spell is really nice. Frost spells rlz ! ;)

> if IsUnitAliveBJ(d) then
Why not if GetUnitState(d, UNIT_STATE_LIFE) >= 0.405 then

And if you want to be really vJass get rid of that gg_trg_variable and put a local one. Also put scopes
 
>And if you want to be really vJass get rid of that gg_trg_variable and put a local one. Also put scopes
Yeah, I will try
 
Scopes yes, but it isn't really needed to get rid of the gg_trg variables...

Also attaching structs to units is evil!! :p
 
why on earth would you use GC if your using New Gen?
 
I strongly recommend you change the name as DotA already has a spell called Arctic Blast.
 
cool looking spell, but does it do anymore in game, or is it just a channelled ice thrower (cool all the same). the screeny could be quite deceiving ^^

I strongly recommend you change the name as DotA already has a spell called Arctic Blast.

just because DotA uses the name for an ability doesnt mean that everyone else shouldnt use it. this is much more fitting of the name than the DotA ability imo ^^ (more arctic-y and blast-y :p) and unless someone has alredy used that name for an ability on this forum, there shouldnt be any need to change it, right?
 
I have edited my first post, the function IceSlowUnitTimed didn't work properly with units who have Evasion, also I fix the speed of the ice ball
>I strongly recommend you change the name as DotA already has a spell called Arctic Blast.
Yes, I know that, but my spell is different and I don't find a name yet
 
the name is from Diablo II, I did not know DotA had a spell named this, what hero?
 
> I strongly recommend you change the name as DotA already has a spell called Arctic Blast.

Huh? Actually, DotA's should be renamed, since his spell is much more like the one from Diablo 2. :)

----------------------------------------

Nice job!

Add testing features in your maps please. I hate restarting the map when out of mana.

Approved.
 
i still cannot figure out what the hell hero has Arctic Blast as a spell in DotA....
 
I edited my first post (again)
I use the Test map template provided by Tinki3(with a little modification)
I didn't say my spell is from Diablo 2 because I think there are people who don't play Diablo 2. But this spell is from Diablo 2 and I got the tooltip from Blizzard :D
>i still cannot figure out what the hell hero has Arctic Blast as a spell in DotA
Arctic Blast is from the item Shivar's Guard, this spell is a nova of frost
 
> Arctic Blast is from the item Shivar's Guard, this spell is a nova of frost

Actually, according to their website the name is Frigid Blast, and it isn't even a name. It is more like a description of the ability.

"emits a frigid blast, slowing enemies by..."
 
> Arctic Blast is from the item Shivar's Guard, this spell is a nova of frost

Actually, according to their website the name is Frigid Blast, and it isn't even a name. It is more like a description of the ability.

"emits a frigid blast, slowing enemies by..."

No, it's called Arctic Blast and it's spelled Shiva's Guard. Read the recipe.
 
Doesn't change the fact that no one should be forced to change his spell's name because a DotA item ability already has that item. It is also worth mentionning that only the recipe displays that name...

The spell is fine the way it is. :)
 
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