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View Full Version : Keep working on,and Bitn problems


Blacker
04-27-2007, 4:48 AM
As I told you,my Avast (Antivirus) detected virus on my previous working on BitN and I decided to start working on BitN from ove again...

Here are recent pictures:

http://upload8.postimage.org/76237/WC3ScrnShot_042707_095251_01.jpg (http://upload8.postimage.org/76237/photo_hosting.html)

http://upload8.postimage.org/76253/WC3ScrnShot_042707_095303_02.jpg (http://upload8.postimage.org/76253/photo_hosting.html)

http://upload8.postimage.org/76312/WC3ScrnShot_042707_095317_05.jpg (http://upload8.postimage.org/76312/photo_hosting.html)

http://upload8.postimage.org/76340/WC3ScrnShot_042707_095320_06.jpg (http://upload8.postimage.org/76340/photo_hosting.html)

Entire map isn't good at all,but I want to look on original BitN,no to copy DotA.This will be small AoS,very simple and it will take some time.
Editions:

-18 hero's classes;
New arts,new abilities and experiance to 20th level...
-Spawning Units:
Forces of Good:
3 Swordmen
1 Rifleman
Hordes of Evil:
3 Taurens
1 Dracula (Drak'thul's art)
-I'll listen to Sid and I'll place more items (I'm planing to have 8 shop with full houses)...
-I'll place some of the classic's game modes.

That's all!I'm working hard on it and I have NO PROBLEMS with OE or with Trigger E.But,there's a big problem in Import Manager...



Yesterday,I started to working with War3ModelEditor.In the Help section I get how to place or remove Hero Glow to/from unit.I done that.I opened LordGarithos's model and copied the Glow.I choose the ChaosWarlord and I did it,Now CW has Glow.
And,what to do know.I import it and it WONT work.Here's the path of usual Chaos Warlord:

units/demon/ChaosWarlord/ChaosWarlord.mdx

Offcourse,I saved it as *.mdx file type.Can someone help me,please,it'll be immportant to me,what to do further...



Loading Screen:

Again,I worked this ot with War3ModelEditor.I changed *.tga's resolution (or however) to 512x512 and converted it as *blp type.Now,I saved it as LoadingScreen.mdx and I import both LoadingScreen.mdx and Picture.blp.I cleared path war3mapimported of Picture.blp and path is now ONLY Picture.blp.I gone to Scenario>Map Loading Screen and I set this up.

I don't know what happens,but Screen is BLACK!Can you help with this too :wink: ???

Dayoh
04-27-2007, 6:47 AM
Loading Screen:

Again,I worked this ot with War3ModelEditor.I changed *.tga's resolution (or however) to 512x512 and converted it as *blp type.Now,I saved it as LoadingScreen.mdx and I import both LoadingScreen.mdx and Picture.blp.I cleared path war3mapimported of Picture.blp and path is now ONLY Picture.blp.I gone to Scenario>Map Loading Screen and I set this up.

I don't know what happens,but Screen is BLACK!Can you help with this too :wink: ???

Heres how to make a load screen.

Open the monolith map at "Maps\FrozenThrone\Scenario\(4)Monolith.scx" (Monolith is a Blizzard map that comes with TFT). Open the Import Manager and export the 'LoadingScreen.mdx' file, and the four 'LoadingScreen*.tga' files.

You can then modify the image files and import them and the model file into your map. Make sure the image files are not under any directory. Finally, select your imported model in the Scenario->Map Loading Screen dialog.

WarInSerbia
04-27-2007, 2:04 PM
Well you have a tutorial in war3modeler the help/tutorials.There it shows how to do with the ,,team glow".
And btw cool map.And one more thing.I opened the loading screen from a campaing.I saw that theere were those dots and x-es.Can I add that?

Blacker
04-27-2007, 4:01 PM
Glow problem is done :D
But have some bugs,example,Devotion Aura is 'overhead'ed,but it's fine for now...
btw,warinserbia,I already read that and I done it as he said,but nothing :concern:

Blacker
04-29-2007, 10:15 AM
AI skill problem ! !

How to set AI's to more smarter learn skill,I mean,each level each skill,not randomized,if you understand me...???:::

WarInSerbia
05-02-2007, 5:37 AM
I dont understand the question?!

Blacker
05-02-2007, 6:04 AM
I want this:

lvl1 - abno1
lvl2 - abno2
lvl3 - abno3
lvl4 - abno1
lvl5 - abno2........

Blacker
05-05-2007, 4:09 AM
Plz,don't ignore...Me needs help,seriously...

Blacker
05-06-2007, 11:19 AM
Allright,if no one wants to help,I'll figure it out on my own...

How BitN goes:

Terrain with all doodads etc... - 100 %
Buildings and their balnce system - 85 %
Units and Upgrade balance - 90 %
Triggers - 65 %
Heroes - 5 %
Items - 80 %

You can except it for 5 - 7 days...

edwinfong25
05-06-2007, 2:56 PM
hmm...
(sry, haven't been on in a few days... so... late response...) :(

well, i suppose that that would depend on how you'd want the ai to be set... :concern:
i'm assuming through triggers? :confused:
if triggers... then i'd suppose that you would just make a trigger that checks when a hero levels up... check the controller of the hero (dont want to force players to get skills, lol?) then check levels and stuff, and then tell them to learn the skill
(unless you're running an actual ai script? that would go somewhat differently... cuz the ai script might already tell the hero to learn something before your trigger tells it to?)

well, hopefully that helped... in some way... :)

Blacker
05-06-2007, 6:31 PM
Hmm,is it good to use AI script for AoS ?

uberfoop
05-06-2007, 7:19 PM
Erm...No.


Hell no.

Blacker
05-07-2007, 12:55 AM
Then edwin25,sorry but you post could not help me solving problem :(

I want this,if someone hadn't understood me:
Example,Archmage:
(Offcourse,when it's comp controler)

lvl1:Blizzard
lvl2:Summon Watter Elemental
lvl3:Brilliance Aura
lvl4:Blizz
lvl5:SW Elemental
lvl6:Mass Teleport
lvl7:Brilliance Aura

...

Not like this,like my AI is using at this time:

lvl1:Blizz
lvl2:SW Elemental
lvl3:Blizz
lvl4:SW Elemental
lvl5:Blizz
lvl6:SW Elemental
lvl7:Brilliance Aura

that's all I need :)

uberfoop
05-07-2007, 3:30 AM
For full random, assuming 4 skills with 1 as ult which is always learned when it can be:
(for comprehension I'm not using the real func names btw)

function O.o takes o.O returns ^_^
local integer i = randomint(1,3)
learn ult
if i == 1 then
learn skill1
elseif i == 2 then
learn skill2
elseif i == 3 then
learn skill3
endif
endfunction

The diminishing randoms would keep the chances equal for all normal abils.

Blacker
05-07-2007, 1:04 PM
You can say I'm idiot,but I don't understand JASS,and to type in tkes nothing returns nothing...no idea :(

uberfoop
05-07-2007, 5:21 PM
ignore the function and endfunction lines.



This is basic math ffs

Get a random number between 1 and 3
learn ult
if number = 1 then learn skill 1
if number = 2 then learn skill 2
if number = 3 then learn skill 3

Blacker
05-08-2007, 12:54 AM
Oh,thx uber'.

AI runs great ;)

uberfoop
05-08-2007, 1:37 AM
You might wanna also add standard undeniable commands below that to force ai to learn skills the old way. Otherwise it could random a skill that can't be learned and it would forever not use a skill point.

edit: Or, each block of 'if integer = this then' could contain it's own order.
like:
if integer = 1 then
learn s1
learn s2
learn s3
if integer = 2 then
learn s3
learn s1
learn s2
if integer = 3 then
learn s2
learn s3
learn s1

Blacker
05-08-2007, 5:04 AM
That happens when I tested,you mean hust to type that below?

Blacker
05-08-2007, 6:24 AM
Hey "JASS-ers",serious problem !
Unfortunately,unsolvable by me :(

First time I was making BitN,I had problem with this one too.It's name is:

HERO REVIVE

Offcourse,I fixed that thx to Sid,Uberfoop and Edwinfong25,and in older versions it works perfectly.I just changed regions and added few things,but where's the problem?!It revives in properly time but don't in locations I want.Example,orc hero is SOMETIME revived on Human's revive location,and reverse.Uff,this fucks sooo much...

So,I'll give codes in both GUI and JASS:

Here's GUI(Trigger is disabled,offcourse...):

Revive Hero GUI
Events
Unit - A unit owned by Player 3 (Teal) Dies
Unit - A unit owned by Player 4 (Purple) Dies
Unit - A unit owned by Player 5 (Yellow) Dies
Unit - A unit owned by Player 6 (Orange) Dies
Unit - A unit owned by Player 7 (Green) Dies
Unit - A unit owned by Player 8 (Pink) Dies
Unit - A unit owned by Player 9 (Gray) Dies
Unit - A unit owned by Player 10 (Light Blue) Dies
Unit - A unit owned by Player 11 (Dark Green) Dies
Unit - A unit owned by Player 12 (Brown) Dies
Conditions
((Dying unit) is A Hero) Equal to True
Actions
Custom script: local unit u
Custom script: local player p
Custom script: local real r
Set u = (Dying unit)
Set p = (Owner of u)
Set r = (Real(((Hero level of u) x 3)))
Set TempPlayer = p
If ((TempPlayer is in PG_good) Equal to True) then do (Set Point = (Center of FoG HR <gen>)) else do (Do nothing)
If ((TempPlayer is in PG_evil) Equal to True) then do (Set Point = (Center of HoE HR <gen>)) else do (Do nothing)
Game - Display to (Player group(TempPlayer)) the text: ((Please wait + ((String(r)) + ( seconds for hero revival. + .))) + .)
Wait r seconds
Hero - Instantly revive u at Point, Show revival graphics
If ((TempPlayer is in PG_good) Equal to True) then do (Camera - Apply FoG HR <gen> for TempPlayer over 0.00 seconds) else do (Do nothing)
If ((TempPlayer is in PG_evil) Equal to True) then do (Camera - Apply HoE HR <gen> for TempPlayer over 0.00 seconds) else do (Do nothing)
Selection - Select u for TempPlayer


And JASS(Trigger is enabled):

function Trig_Revive_Hero_JASS_Conditions takes nothing returns boolean
if ( not ( IsUnitType(GetDyingUnit(), UNIT_TYPE_HERO) == true ) ) then
return false
endif
return true
endfunction

function Trig_Revive_Hero_JASS_Func008001 takes nothing returns boolean
return ( IsPlayerInForce(udg_TempPlayer, udg_PG_good) == true )
endfunction

function Trig_Revive_Hero_JASS_Func009001 takes nothing returns boolean
return ( IsPlayerInForce(udg_TempPlayer, udg_PG_evil) == true )
endfunction

function Trig_Revive_Hero_JASS_Func013001 takes nothing returns boolean
return ( IsPlayerInForce(udg_TempPlayer, udg_PG_good) == true )
endfunction

function Trig_Revive_Hero_JASS_Func014001 takes nothing returns boolean
return ( IsPlayerInForce(udg_TempPlayer, udg_PG_evil) == true )
endfunction

function Trig_Revive_Hero_JASS_Actions takes nothing returns nothing
local unit u
local player p
local real r
set u = GetDyingUnit()
set p = GetOwningPlayer(u)
set r = I2R(( GetHeroLevel(u) * 3 ))
set udg_TempPlayer = p
if ( Trig_Revive_Hero_JASS_Func008001() ) then
set udg_Point = GetRectCenter(gg_rct_FoG_HR)
else
call DoNothing( )
endif
if ( Trig_Revive_Hero_JASS_Func009001() ) then
set udg_Point = GetRectCenter(gg_rct_HoE_HR)
else
call DoNothing( )
endif
call DisplayTextToForce( GetForceOfPlayer(udg_TempPlayer), ( ( "Please wait " + ( R2S(r) + ( " seconds for hero revival." + "." ) ) ) + "." ) )
call TriggerSleepAction( r )
call ReviveHeroLoc( u, udg_Point, true )
if ( Trig_Revive_Hero_JASS_Func013001() ) then
call CameraSetupApplyForPlayer( true, gg_cam_FoG_HR, udg_TempPlayer, 0 )
else
call DoNothing( )
endif
if ( Trig_Revive_Hero_JASS_Func014001() ) then
call CameraSetupApplyForPlayer( true, gg_cam_HoE_HR, udg_TempPlayer, 0 )
else
call DoNothing( )
endif
call SelectUnitForPlayerSingle( u, udg_TempPlayer )
endfunction

//================================================== =========================
function InitTrig_Revive_Hero_JASS takes nothing returns nothing
set gg_trg_Revive_Hero_JASS = CreateTrigger( )
call TriggerRegisterPlayerUnitEventSimple( gg_trg_Revive_Hero_JASS, Player(2), EVENT_PLAYER_UNIT_DEATH )
call TriggerRegisterPlayerUnitEventSimple( gg_trg_Revive_Hero_JASS, Player(3), EVENT_PLAYER_UNIT_DEATH )
call TriggerRegisterPlayerUnitEventSimple( gg_trg_Revive_Hero_JASS, Player(4), EVENT_PLAYER_UNIT_DEATH )
call TriggerRegisterPlayerUnitEventSimple( gg_trg_Revive_Hero_JASS, Player(5), EVENT_PLAYER_UNIT_DEATH )
call TriggerRegisterPlayerUnitEventSimple( gg_trg_Revive_Hero_JASS, Player(6), EVENT_PLAYER_UNIT_DEATH )
call TriggerRegisterPlayerUnitEventSimple( gg_trg_Revive_Hero_JASS, Player(7), EVENT_PLAYER_UNIT_DEATH )
call TriggerRegisterPlayerUnitEventSimple( gg_trg_Revive_Hero_JASS, Player(8), EVENT_PLAYER_UNIT_DEATH )
call TriggerRegisterPlayerUnitEventSimple( gg_trg_Revive_Hero_JASS, Player(9), EVENT_PLAYER_UNIT_DEATH )
call TriggerRegisterPlayerUnitEventSimple( gg_trg_Revive_Hero_JASS, Player(10), EVENT_PLAYER_UNIT_DEATH )
call TriggerRegisterPlayerUnitEventSimple( gg_trg_Revive_Hero_JASS, Player(11), EVENT_PLAYER_UNIT_DEATH )
call TriggerAddCondition( gg_trg_Revive_Hero_JASS, Condition( function Trig_Revive_Hero_JASS_Conditions ) )
call TriggerAddAction( gg_trg_Revive_Hero_JASS, function Trig_Revive_Hero_JASS_Actions )
endfunction



Help please,because soon BitN will be released.
Thanks ahead :)

WarInSerbia
05-09-2007, 11:52 AM
Why don't you make one trigger for good heros and one for evil heros?!:shiftyl:

Blacker
05-09-2007, 5:19 PM
Why don't you make one trigger for good heros and one for evil heros?!:shiftyl:

In JASS,that doesn't make sense.I don't want to make trigger whic I can make in just 1 action...But no matter,I fixed that :D

Once again,problem :(

How to set that player lose gold when hero die,by hero level of dying unit?understood...

Blacker
05-10-2007, 6:47 PM
No one to help?No matter,I'll cut it...
Changes:

So,just to make 12 more hero classes and everything is done.For now,it's 6.

Here are recent pics when it was on 3 heroes classes with AI...



http://upload8.postimage.org/271509/WC3ScrnShot_050807_130111_01.jpg (http://upload8.postimage.org/271509/photo_hosting.html)


http://upload8.postimage.org/271543/WC3ScrnShot_050807_130143_02.jpg (http://upload8.postimage.org/271543/photo_hosting.html)


http://upload8.postimage.org/271625/WC3ScrnShot_050807_130204_03.jpg (http://upload8.postimage.org/271625/photo_hosting.html)


http://upload8.postimage.org/271683/WC3ScrnShot_050807_130240_04.jpg (http://upload8.postimage.org/271683/photo_hosting.html)


http://upload8.postimage.org/271740/WC3ScrnShot_050807_130258_05.jpg (http://upload8.postimage.org/271740/photo_hosting.html)


http://upload8.postimage.org/271761/WC3ScrnShot_050807_130517_06.jpg (http://upload8.postimage.org/271761/photo_hosting.html)

So,what do you think,how BitN looks?

WarInSerbia
05-11-2007, 1:11 PM
Looks cool!:D

Basan
05-12-2007, 6:24 AM
http://upload8.postimage.org/271509/WC3ScrnShot_050807_130111_01.jpg (http://upload8.postimage.org/271509/photo_hosting.html)


http://upload8.postimage.org/271543/WC3ScrnShot_050807_130143_02.jpg (http://upload8.postimage.org/271543/photo_hosting.html)


http://upload8.postimage.org/271625/WC3ScrnShot_050807_130204_03.jpg (http://upload8.postimage.org/271625/photo_hosting.html)


http://upload8.postimage.org/271683/WC3ScrnShot_050807_130240_04.jpg (http://upload8.postimage.org/271683/photo_hosting.html)


http://upload8.postimage.org/271740/WC3ScrnShot_050807_130258_05.jpg (http://upload8.postimage.org/271740/photo_hosting.html)


http://upload8.postimage.org/271761/WC3ScrnShot_050807_130517_06.jpg (http://upload8.postimage.org/271761/photo_hosting.html)

So,what do you think,how BitN looks?

Alas, only for me it seems, I cannot see the images you've posted (either in your post or by using the links I got from the quoted post). :(
Is it possible to upload'em elsewhere (http://up.kupatrix.com/)? If so, thanks.

Blacker
05-12-2007, 6:40 PM
Oh thanks Basan,I'll use it next time when I'm about to show some pic to you :)

Blacker
05-13-2007, 3:04 AM
btw,except BitN v2.01 AI Allstars in Monday...tomorow...at morning :D