Spellpack My First Triggered Fire Spells

rodead

Active Member
Reaction score
42
Spellpack Fire

This is my First triggered Spellpack i know there are some bugs and also it isn't leak free. I Hope you'll enjoy it!;)

- Flaming Flare

Engulfs this unit in Massive flames, creating flare shots around this unit, every enemy unit in his AoE receives damage and grants shared vision to the caster.

firespell1.jpg



- Phoenix Blink

The Blood Mage teleports a short distance into battle and releases a phoenix that attacks all enemy units within 400/450/500 AoE which deals 75/125/200 damage.


- Lava Aura

Decreases armor of nearby enemy units and gives a 5/10/15% change to create a Lava Spawn when the Blood Mage kills the enemy unit.

Bugs known:
- None

- Fire Spray [Ultimate]

Sprays an area with Fire, dealing up to 500 damage to nearby enemy units and stunning them for 4 second.

firespell2.jpg



hope you enjoy the spells and use them well

Update I have tryed to make it leakless don't know if it is now but you will check it out!

Rodead:D
 
>>Wrong place, bud
wrong place....yeah it is wrong place...you should post at Here.

Anyway...a screenie will raise your spell's repute greatly...Hope you add on the ss asap...:p

As you submit a spell....or spellpack...
You should really fix all known bug before submitting....If you do need help...just ask a WE Helper zone and solve your problem before submiting...
 
Code:
Flaming Flare
    Events
        Unit - A unit Starts the effect of an ability
    Conditions
        (Ability being cast) Equal to Flaming Flare 
    Actions
        Unit - Pause (Triggering unit)
        Unit - Create 1 Fire for (Owner of (Triggering unit)) at (Position of (Triggering unit)) facing Default building facing degrees
        Special Effect - Create a special effect at (Position of (Casting unit)) using Abilities\Spells\Other\Volcano\VolcanoDeath.mdl
        Unit Group - Add (Last created unit) to FF_UnitGroup
        Wait 0.01 seconds
        Unit - Create 1 Flare for (Owner of (Triggering unit)) at ((Position of (Triggering unit)) offset by 200.00 towards 0.00 degrees) facing Default building facing degrees
        Unit Group - Add (Last created unit) to FF_UnitGroup
        Wait 0.01 seconds
        Unit - Create 1 Flare for (Owner of (Triggering unit)) at ((Position of (Triggering unit)) offset by 200.00 towards 10.00 degrees) facing Default building facing degrees
        Unit Group - Add (Last created unit) to FF_UnitGroup
        Wait 0.01 seconds
        Unit - Create 1 Flare for (Owner of (Triggering unit)) at ((Position of (Triggering unit)) offset by 200.00 towards 20.00 degrees) facing Default building facing degrees
        Unit Group - Add (Last created unit) to FF_UnitGroup
        Wait 0.01 seconds
        Unit - Create 1 Flare for (Owner of (Triggering unit)) at ((Position of (Triggering unit)) offset by 200.00 towards 30.00 degrees) facing Default building facing degrees
        Unit Group - Add (Last created unit) to FF_UnitGroup
        Wait 0.01 seconds
        Unit - Create 1 Flare for (Owner of (Triggering unit)) at ((Position of (Triggering unit)) offset by 200.00 towards 40.00 degrees) facing Default building facing degrees
        Unit Group - Add (Last created unit) to FF_UnitGroup
        Wait 0.01 seconds
        Unit - Create 1 Flare for (Owner of (Triggering unit)) at ((Position of (Triggering unit)) offset by 200.00 towards 50.00 degrees) facing Default building facing degrees
        Unit Group - Add (Last created unit) to FF_UnitGroup
        Wait 0.01 seconds
        Unit - Create 1 Flare for (Owner of (Triggering unit)) at ((Position of (Triggering unit)) offset by 200.00 towards 60.00 degrees) facing Default building facing degrees
        Unit Group - Add (Last created unit) to FF_UnitGroup
        Wait 0.01 seconds
        Unit - Create 1 Flare for (Owner of (Triggering unit)) at ((Position of (Triggering unit)) offset by 200.00 towards 70.00 degrees) facing Default building facing degrees
        Unit Group - Add (Last created unit) to FF_UnitGroup
        Wait 0.01 seconds
        Unit - Create 1 Flare for (Owner of (Triggering unit)) at ((Position of (Triggering unit)) offset by 200.00 towards 80.00 degrees) facing Default building facing degrees
        Special Effect - Create a special effect at (Position of (Casting unit)) using Abilities\Spells\Other\Volcano\VolcanoDeath.mdl
        Unit Group - Add (Last created unit) to FF_UnitGroup
        Wait 0.01 seconds
        Unit - Create 1 Flare for (Owner of (Triggering unit)) at ((Position of (Triggering unit)) offset by 200.00 towards 90.00 degrees) facing Default building facing degrees
        Unit Group - Add (Last created unit) to FF_UnitGroup
        Wait 0.01 seconds
        Unit - Create 1 Flare for (Owner of (Triggering unit)) at ((Position of (Triggering unit)) offset by 200.00 towards 100.00 degrees) facing Default building facing degrees
        Unit Group - Add (Last created unit) to FF_UnitGroup
        Wait 0.01 seconds
        Unit - Create 1 Flare for (Owner of (Triggering unit)) at ((Position of (Triggering unit)) offset by 200.00 towards 110.00 degrees) facing Default building facing degrees
        Unit Group - Add (Last created unit) to FF_UnitGroup
        Wait 0.01 seconds
        Unit - Create 1 Flare for (Owner of (Triggering unit)) at ((Position of (Triggering unit)) offset by 200.00 towards 120.00 degrees) facing Default building facing degrees
        Unit Group - Add (Last created unit) to FF_UnitGroup
        Wait 0.01 seconds
        Unit - Create 1 Flare for (Owner of (Triggering unit)) at ((Position of (Triggering unit)) offset by 200.00 towards 130.00 degrees) facing Default building facing degrees
        Unit Group - Add (Last created unit) to FF_UnitGroup
        Wait 0.01 seconds
        Unit - Create 1 Flare for (Owner of (Triggering unit)) at ((Position of (Triggering unit)) offset by 200.00 towards 140.00 degrees) facing Default building facing degrees
        Unit Group - Add (Last created unit) to FF_UnitGroup
        Wait 0.01 seconds
        Unit - Create 1 Flare for (Owner of (Triggering unit)) at ((Position of (Triggering unit)) offset by 200.00 towards 150.00 degrees) facing Default building facing degrees
        Unit Group - Add (Last created unit) to FF_UnitGroup
        Wait 0.01 seconds
        Unit - Create 1 Flare for (Owner of (Triggering unit)) at ((Position of (Triggering unit)) offset by 200.00 towards 160.00 degrees) facing Default building facing degrees
        Unit Group - Add (Last created unit) to FF_UnitGroup
        Wait 0.01 seconds
        Unit - Create 1 Flare for (Owner of (Triggering unit)) at ((Position of (Triggering unit)) offset by 200.00 towards 170.00 degrees) facing Default building facing degrees
        Special Effect - Create a special effect at (Position of (Casting unit)) using Abilities\Spells\Other\Volcano\VolcanoDeath.mdl
        Unit Group - Add (Last created unit) to FF_UnitGroup
        Wait 0.01 seconds
        Unit - Create 1 Flare for (Owner of (Triggering unit)) at ((Position of (Triggering unit)) offset by 200.00 towards 180.00 degrees) facing Default building facing degrees
        Unit Group - Add (Last created unit) to FF_UnitGroup
        Wait 0.01 seconds
        Unit - Create 1 Flare for (Owner of (Triggering unit)) at ((Position of (Triggering unit)) offset by 200.00 towards 190.00 degrees) facing Default building facing degrees
        Unit Group - Add (Last created unit) to FF_UnitGroup
        Wait 0.01 seconds
        Unit - Create 1 Flare for (Owner of (Triggering unit)) at ((Position of (Triggering unit)) offset by 200.00 towards 200.00 degrees) facing Default building facing degrees
        Unit Group - Add (Last created unit) to FF_UnitGroup
        Wait 0.01 seconds
        Unit - Create 1 Flare for (Owner of (Triggering unit)) at ((Position of (Triggering unit)) offset by 200.00 towards 210.00 degrees) facing Default building facing degrees
        Unit Group - Add (Last created unit) to FF_UnitGroup
        Wait 0.01 seconds
        Unit - Create 1 Flare for (Owner of (Triggering unit)) at ((Position of (Triggering unit)) offset by 200.00 towards 220.00 degrees) facing Default building facing degrees
        Unit Group - Add (Last created unit) to FF_UnitGroup
        Wait 0.01 seconds
        Unit - Create 1 Flare for (Owner of (Triggering unit)) at ((Position of (Triggering unit)) offset by 200.00 towards 230.00 degrees) facing Default building facing degrees
        Unit Group - Add (Last created unit) to FF_UnitGroup
        Wait 0.01 seconds
        Unit - Create 1 Flare for (Owner of (Triggering unit)) at ((Position of (Triggering unit)) offset by 200.00 towards 240.00 degrees) facing Default building facing degrees
        Unit Group - Add (Last created unit) to FF_UnitGroup
        Wait 0.01 seconds
        Unit - Create 1 Flare for (Owner of (Triggering unit)) at ((Position of (Triggering unit)) offset by 200.00 towards 250.00 degrees) facing Default building facing degrees
        Unit Group - Add (Last created unit) to FF_UnitGroup
        Wait 0.01 seconds
        Unit - Create 1 Flare for (Owner of (Triggering unit)) at ((Position of (Triggering unit)) offset by 200.00 towards 260.00 degrees) facing Default building facing degrees
        Special Effect - Create a special effect at (Position of (Casting unit)) using Abilities\Spells\Other\Volcano\VolcanoDeath.mdl
        Unit Group - Add (Last created unit) to FF_UnitGroup
        Wait 0.01 seconds
        Unit - Create 1 Flare for (Owner of (Triggering unit)) at ((Position of (Triggering unit)) offset by 200.00 towards 270.00 degrees) facing Default building facing degrees
        Unit Group - Add (Last created unit) to FF_UnitGroup
        Wait 0.01 seconds
        Unit - Create 1 Flare for (Owner of (Triggering unit)) at ((Position of (Triggering unit)) offset by 200.00 towards 280.00 degrees) facing Default building facing degrees
        Unit Group - Add (Last created unit) to FF_UnitGroup
        Wait 0.01 seconds
        Unit - Create 1 Flare for (Owner of (Triggering unit)) at ((Position of (Triggering unit)) offset by 200.00 towards 290.00 degrees) facing Default building facing degrees
        Unit Group - Add (Last created unit) to FF_UnitGroup
        Wait 0.01 seconds
        Unit - Create 1 Flare for (Owner of (Triggering unit)) at ((Position of (Triggering unit)) offset by 200.00 towards 300.00 degrees) facing Default building facing degrees
        Unit Group - Add (Last created unit) to FF_UnitGroup
        Wait 0.01 seconds
        Unit - Create 1 Flare for (Owner of (Triggering unit)) at ((Position of (Triggering unit)) offset by 200.00 towards 310.00 degrees) facing Default building facing degrees
        Unit Group - Add (Last created unit) to FF_UnitGroup
        Wait 0.01 seconds
        Unit - Create 1 Flare for (Owner of (Triggering unit)) at ((Position of (Triggering unit)) offset by 200.00 towards 320.00 degrees) facing Default building facing degrees
        Unit Group - Add (Last created unit) to FF_UnitGroup
        Wait 0.01 seconds
        Unit - Create 1 Flare for (Owner of (Triggering unit)) at ((Position of (Triggering unit)) offset by 200.00 towards 330.00 degrees) facing Default building facing degrees
        Unit Group - Add (Last created unit) to FF_UnitGroup
        Wait 0.01 seconds
        Unit - Create 1 Flare for (Owner of (Triggering unit)) at ((Position of (Triggering unit)) offset by 200.00 towards 340.00 degrees) facing Default building facing degrees
        Unit Group - Add (Last created unit) to FF_UnitGroup
        Wait 0.01 seconds
        Unit - Create 1 Flare for (Owner of (Triggering unit)) at ((Position of (Triggering unit)) offset by 200.00 towards 350.00 degrees) facing Default building facing degrees
        Unit Group - Add (Last created unit) to FF_UnitGroup
        Unit - Unpause (Triggering unit)
        Unit Group - Pick every unit in FF_UnitGroup and do (Actions)
            Loop - Actions
                Unit - Remove (Picked unit) from the game

This has over 15 leaks, please fix them by seeting the offset points to variables and using this custom script:

Code:
Custom Script call RemoveLocation (udg_YourVariable [1])
 
You really should use a loop instead of doing it all manually one at a time.
 
Code:
Unit - Deny shared vision of (Picked unit) to (Owner of (Triggering unit))
use this to remove vision

Code:
Flaming Flare
    Events
        Unit - A unit Starts the effect of an ability
    Conditions
        (Ability being cast) Equal to Flaming Flare 
    Actions
        Set FF_UnitGroup = FF_UnitGroup
        Unit - Pause (Triggering unit)
        Set FF_Loc[1] = (Position of (Triggering unit))
        Unit - Create 1 Fire for (Owner of (Triggering unit)) at FF_Loc[1] facing Default building facing degrees
        Custom script:   call RemoveLocation(udg_FF_Loc[1])
        Special Effect - Create a special effect at (Position of (Casting unit)) using Abilities\Spells\Other\Volcano\VolcanoDeath.mdl
        Set FF_Effect = (Last created special effect)
        Special Effect - Destroy FF_Effect
        Unit Group - Add (Last created unit) to FF_UnitGroup
        Wait 0.01 seconds
        For each (Integer A) from 1 to 8, do (Actions)
            Loop - Actions
                Set FF_Loc[1] = (Position of (Triggering unit))
                Set FF_Loc[2] = (FF_Loc[1] offset by 200.00 towards (10.00 x (Real((Integer A)))) degrees)
                Unit - Create 1 Flare for (Owner of (Triggering unit)) at FF_Loc[2] facing Default building facing degrees
                Unit Group - Add (Last created unit) to FF_UnitGroup
                Custom script:   call RemoveLocation(udg_FF_Loc[1])
                Custom script:   call RemoveLocation(udg_FF_Loc[2])
                Wait 0.01 seconds
        Special Effect - Create a special effect at (Position of (Casting unit)) using Abilities\Spells\Other\Volcano\VolcanoDeath.mdl
        Set FF_Effect = (Last created special effect)
        Special Effect - Destroy FF_Effect
        For each (Integer A) from 9 to 17, do (Actions)
            Loop - Actions
                Set FF_Loc[1] = (Position of (Triggering unit))
                Set FF_Loc[2] = (FF_Loc[1] offset by 200.00 towards (10.00 x (Real((Integer A)))) degrees)
                Unit - Create 1 Flare for (Owner of (Triggering unit)) at FF_Loc[2] facing Default building facing degrees
                Unit Group - Add (Last created unit) to FF_UnitGroup
                Custom script:   call RemoveLocation(udg_FF_Loc[1])
                Custom script:   call RemoveLocation(udg_FF_Loc[2])
                Wait 0.01 seconds
        Special Effect - Create a special effect at (Position of (Casting unit)) using Abilities\Spells\Other\Volcano\VolcanoDeath.mdl
        Set FF_Effect = (Last created special effect)
        Special Effect - Destroy FF_Effect
        For each (Integer A) from 18 to 26, do (Actions)
            Loop - Actions
                Set FF_Loc[1] = (Position of (Triggering unit))
                Set FF_Loc[2] = (FF_Loc[1] offset by 200.00 towards (10.00 x (Real((Integer A)))) degrees)
                Unit - Create 1 Flare for (Owner of (Triggering unit)) at FF_Loc[2] facing Default building facing degrees
                Unit Group - Add (Last created unit) to FF_UnitGroup
                Custom script:   call RemoveLocation(udg_FF_Loc[1])
                Custom script:   call RemoveLocation(udg_FF_Loc[2])
                Wait 0.01 seconds
        Special Effect - Create a special effect at (Position of (Casting unit)) using Abilities\Spells\Other\Volcano\VolcanoDeath.mdl
        Set FF_Effect = (Last created special effect)
        Special Effect - Destroy FF_Effect
        For each (Integer A) from 27 to 35, do (Actions)
            Loop - Actions
                Set FF_Loc[1] = (Position of (Triggering unit))
                Set FF_Loc[2] = (FF_Loc[1] offset by 200.00 towards (10.00 x (Real((Integer A)))) degrees)
                Unit - Create 1 Flare for (Owner of (Triggering unit)) at FF_Loc[2] facing Default building facing degrees
                Wait 0.01 seconds
                Custom script:   call RemoveLocation(udg_FF_Loc[1])
                Custom script:   call RemoveLocation(udg_FF_Loc[2])
                Unit Group - Add (Last created unit) to FF_UnitGroup
        Unit - Unpause (Triggering unit)
        Unit Group - Pick every unit in FF_UnitGroup and do (Actions)
            Loop - Actions
                Unit - Remove (Picked unit) from the game
        Custom script:   call DestroyGroup(udg_FF_UnitGroup)

This is a demo for a clean spell...do other 3 yourself [clean?]
 
It is not clean at all, much much location leaks.

Code:
Flaming Flare
    Events
        Unit - A unit Starts the effect of an ability
    Conditions
        (Ability being cast) Equal to Flaming Flare 
    Actions
        Set FF_UnitGroup = FF_UnitGroup
        Unit - Pause (Triggering unit)
        Set FF_Loc[1] = (Position of (Triggering unit))
        Unit - Create 1 Fire for (Owner of (Triggering unit)) at FF_Loc[1] facing Default building facing degrees
        Custom script:   call RemoveLocation(udg_FF_Loc[1])
        Special Effect - Create a special effect at [B](Position of (Casting unit))[/B] using Abilities\Spells\Other\Volcano\VolcanoDeath.mdl
        Set FF_Effect = (Last created special effect)
        Special Effect - Destroy FF_Effect
        Unit Group - Add (Last created unit) to FF_UnitGroup
        Wait 0.01 seconds
        For each (Integer A) from 1 to 8, do (Actions)
            Loop - Actions
                Set FF_Loc[1] = (Position of (Triggering unit))
                Set FF_Loc[2] = (FF_Loc[1] offset by 200.00 towards (10.00 x (Real((Integer A)))) degrees)
                Unit - Create 1 Flare for (Owner of (Triggering unit)) at FF_Loc[2] facing Default building facing degrees
                Unit Group - Add (Last created unit) to FF_UnitGroup
                Custom script:   call RemoveLocation(udg_FF_Loc[1])
                Custom script:   call RemoveLocation(udg_FF_Loc[2])
                Wait 0.01 seconds
        Special Effect - Create a special effect at [B](Position of (Casting unit))[/B] using Abilities\Spells\Other\Volcano\VolcanoDeath.mdl
        Set FF_Effect = (Last created special effect)
        Special Effect - Destroy FF_Effect
        For each (Integer A) from 9 to 17, do (Actions)
            Loop - Actions
                Set FF_Loc[1] = (Position of (Triggering unit))
                Set FF_Loc[2] = (FF_Loc[1] offset by 200.00 towards (10.00 x (Real((Integer A)))) degrees)
                Unit - Create 1 Flare for (Owner of (Triggering unit)) at FF_Loc[2] facing Default building facing degrees
                Unit Group - Add (Last created unit) to FF_UnitGroup
                Custom script:   call RemoveLocation(udg_FF_Loc[1])
                Custom script:   call RemoveLocation(udg_FF_Loc[2])
                Wait 0.01 seconds
        Special Effect - Create a special effect at [B](Position of (Casting unit))[/B] using Abilities\Spells\Other\Volcano\VolcanoDeath.mdl
        Set FF_Effect = (Last created special effect)
        Special Effect - Destroy FF_Effect
        For each (Integer A) from 18 to 26, do (Actions)
            Loop - Actions
                Set FF_Loc[1] = (Position of (Triggering unit))
                Set FF_Loc[2] = (FF_Loc[1] offset by 200.00 towards (10.00 x (Real((Integer A)))) degrees)
                Unit - Create 1 Flare for (Owner of (Triggering unit)) at FF_Loc[2] facing Default building facing degrees
                Unit Group - Add (Last created unit) to FF_UnitGroup
                Custom script:   call RemoveLocation(udg_FF_Loc[1])
                Custom script:   call RemoveLocation(udg_FF_Loc[2])
                Wait 0.01 seconds
        Special Effect - Create a special effect at [B](Position of (Casting unit))[/B] using Abilities\Spells\Other\Volcano\VolcanoDeath.mdl
        Set FF_Effect = (Last created special effect)
        Special Effect - Destroy FF_Effect
        For each (Integer A) from 27 to 35, do (Actions)
            Loop - Actions
                Set FF_Loc[1] = (Position of (Triggering unit))
                Set FF_Loc[2] = (FF_Loc[1] offset by 200.00 towards (10.00 x (Real((Integer A)))) degrees)
                Unit - Create 1 Flare for (Owner of (Triggering unit)) at FF_Loc[2] facing Default building facing degrees
                Wait 0.01 seconds
                Custom script:   call RemoveLocation(udg_FF_Loc[1])
                Custom script:   call RemoveLocation(udg_FF_Loc[2])
                Unit Group - Add (Last created unit) to FF_UnitGroup
        Unit - Unpause (Triggering unit)
        Unit Group - Pick every unit in FF_UnitGroup and do (Actions)
            Loop - Actions
                Unit - Remove (Picked unit) from the game
        Custom script:   call DestroyGroup(udg_FF_UnitGroup)

And then I was wondering why location variables are arrays, and why you use casting unit in some functions, and triggering units in some?
 
Aw...didnt see the special effect option...my bad

>>why location variables are arrays
because of this:
Code:
                Set FF_Loc[1] = (Position of (Triggering unit))
                Set FF_Loc[2] = (FF_Loc[1] offset by 200.00 towards (10.00 x (Real((Integer A)))) degrees)
                Unit - Create 1 Flare for (Owner of (Triggering unit)) at FF_Loc[2] facing Default building facing degrees

>>why you use casting unit in some functions, and triggering units in some
Not me...ok?
I am just copying that guy's GUI and simplified it...
 
>because of this
Two different variables are smaller than one array, I guess..
 
>>Two different variables are smaller than one array, I guess..
smaller? what smaller?
 
Screenshots:confused: where is??
to take a screenie in wc3 press the " prt Sc" button
to get to the screenie taken, go to your wc3 map and then "screenshots"
once uv found that upload it on some image uploadin site :p
i like Picoodle.com i guess it was .com :p
then copy one of the 10 links they give you and paste it here

anyway, PUT IN SCREENSHOTS
 
Well...i remember last time he got screeenshots for all those spell....he removed it?
 
So you know, yo udidn't have to make a second post. A simple edit woul be enough, and just say you updated everything.

I do think this is a nice looking spell pack. When I get home I will take a closer look at everything, and see if I can find any major leaks or not.

Not bad for a first time though =]
 
thanks alot but the next challenge for me is to make it MUI after it is leak free and sorry for the second post deleted the Quote so
 
People don't like their hero being paused too long, make it channeling instead.
 
are all the leaks fixed? i try to make it channeling in the next version when i'm also try to make it MUI.

and Gals could you explain me how i should use channeling in it?
 
>>Gals could you explain me how i should use channeling in it?
It is hard to explain.
But here is a good example of channeling spell by me. :p
Black Hole
 
General chit-chat
Help Users
  • The Helper The Helper:
    News portal has been retired. Main page of site goes to Headline News forum now
  • The Helper The Helper:
    I am working on getting access to the old news portal under a different URL for those that would rather use that for news before we get a different news view.
  • Ghan Ghan:
    Easily done
    +1
  • The Helper The Helper:
    https://www.thehelper.net/pages/news/ is a link to the old news portal - i will integrate it into the interface somewhere when i figure it out
  • Ghan Ghan:
    Need to try something
  • Ghan Ghan:
    Hopefully this won't cause problems.
  • Ghan Ghan:
    Hmm
  • Ghan Ghan:
    I have converted the Headline News forum to an Article type forum. It will now show the top 20 threads with more detail of each thread.
  • Ghan Ghan:
    See how we like that.
  • The Helper The Helper:
    I do not see a way to go past the 1st page of posts on the forum though
  • The Helper The Helper:
    It is OK though for the main page to open up on the forum in the view it was before. As long as the portal has its own URL so it can be viewed that way I do want to try it as a regular forum view for a while
  • Ghan Ghan:
    Yeah I'm not sure what the deal is with the pagination.
  • Ghan Ghan:
    It SHOULD be there so I think it might just be an artifact of having an older style.
  • Ghan Ghan:
    I switched it to a "Standard" article forum. This will show the thread list like normal, but the threads themselves will have the first post set up above the rest of the "comments"
  • The Helper The Helper:
    I don't really get that article forum but I think it is because I have never really seen it used on a multi post thread
  • Ghan Ghan:
    RpNation makes more use of it right now as an example: https://www.rpnation.com/news/
  • The Helper The Helper:
  • The Helper The Helper:
    What do you think Tom?
  • tom_mai78101 tom_mai78101:
    I will have to get used to this.
  • tom_mai78101 tom_mai78101:
    The latest news feed looks good
  • The Helper The Helper:
    I would like to see it again like Ghan had it the first time with pagination though - without the pagination that view will not work but with pagination it just might...
  • The Helper The Helper:
    This drink recipe I have had more than a few times back in the day! Mind Eraser https://www.thehelper.net/threads/cocktail-mind-eraser.194720/

      The Helper Discord

      Members online

      No members online now.

      Affiliates

      Hive Workshop NUON Dome World Editor Tutorials

      Network Sponsors

      Apex Steel Pipe - Buys and sells Steel Pipe.
      Top