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Old 12-08-2009, 02:33 PM   #301
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Originally Posted by Vexorian
allowing just whatever coding method people would like was always the intention originally (I mean for god's sake, we are even allowing GUI). Fixed "programming rules" section.



You sound as if it was really important for us that you joined...

I loled a bit.
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Old 12-08-2009, 02:39 PM   #302
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Quote:
Originally Posted by Hakujou
I loled a bit.

Man... that post was done like a month ago!

-------

Finished the generic anims (he can walk now!! Mwahaha) About to start spell-specific animations. And I do believe I might not finish it soon enough... I have quite a busy week.
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Old 12-09-2009, 02:50 AM   #303
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All salute the lord of mercy, Raising Dusk, and may he live forever more.

I am up to my nose in homework and exams and would really appreciate an extension, I can rush things (and the bad quality isnít going to get any worse than it already is) but Iíll have to pretend that I donít have an astronomy exam tomorrow and hope that I still pass it with a miracle.

My partner isnít done either as far as I know.
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Old 12-09-2009, 10:16 AM   #304
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All salute the lord of mercy, Raising Dusk, and may he live forever more.

I am up to my nose in homework and exams and would really appreciate an extension, I can rush things (and the bad quality isnít going to get any worse than it already is) but Iíll have to pretend that I donít have an astronomy exam tomorrow and hope that I still pass it with a miracle.

My partner isnít done either as far as I know.

I've finished the coding, but can't test it cause of an jassHelper thorwing "pjass-errors" all the time.

I pmed you that i'm (nearly) finished, I only need some1 to compile my map so i can check everything

I'd be also happy about some additional time

bye
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Old 12-10-2009, 12:26 AM   #305
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we finally got a good concept for our hero now. Will do some edits to the mesh soon.

oh and here is a preview of a sfx :D

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Old 12-10-2009, 12:29 AM   #306
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That looks pretty sweet, actually. Good job so far!

ANYWAYS: I will be extending this a bit. I'll announce just how much at around midnight GMT-5, though.
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Old 12-10-2009, 01:00 AM   #307
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Yeah, i really like that sfx. Is there any way to make the bolts from the sides to fade out or something instead of disappearing so abruptly? If thatīs not possible, I suggest making them dissappear each in a different time.
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Old 12-10-2009, 01:04 AM   #308
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Quote:
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oh and here is a preview of a sfx :D

:O ... It's really nice... and epic... Perhaps you could add a semi-transparent blu glow on the hero to increase the epicness. Also you should try a smoother transition on the lightnings...
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Old 12-10-2009, 01:29 AM   #309
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Well thanks Dusk, I think we can all say we like this extension. Here are my two cents: An extra week would be off the heezy, so to speak.
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Old 12-10-2009, 11:49 AM   #310
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An additional week would be kinda cool.
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Old 12-10-2009, 10:55 PM   #311
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I have a question for Dusk - is there any passive ability or a buff that lasts through death that can disable a unit's attacks? The gist of it is that in some cases my hero needs to still have disabled attacks after reviving - I don't relish the idea of making a timer check periodically until he's back then re-adding the disable buff, though it is possible. I was thinking of using orb effects, but I realized that they only enable, not disable, specified attack indices.
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Old 12-10-2009, 11:22 PM   #312
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Quote:
I have a question for Dusk - is there any passive ability or a buff that lasts through death that can disable a unit's attacks? The gist of it is that in some cases my hero needs to still have disabled attacks after reviving - I don't relish the idea of making a timer check periodically until he's back then re-adding the disable buff, though it is possible. I was thinking of using orb effects, but I realized that they only enable, not disable, specified attack indices.
Use UnitStatus + AutoEvents together would work imo
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Old 12-10-2009, 11:32 PM   #313
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The deadline has been extended by a week to December 17th. And Zerzy, Bobo's suggestion is good.
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Old 12-10-2009, 11:33 PM   #314
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Quote:
Originally Posted by Zerzax
I don't relish the idea of making a timer check periodically until he's back then re-adding the disable buff, though it is possible.
There is a revive event, no need for the timer.

Otherwise, I can think of no method that could disable attacks like that.
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Old 12-11-2009, 01:01 AM   #315
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Sounds good, thanks guys.

I suppose I'll register that revival event, that would be important. I have another question. Are we allowed to use PlayerSetAbilityAvailable for a main hero ability? It makes everything work perfectly, as I'm using it to hide a hero ability and replace it with a dummy ability that the player will use. It maintains cooldown and level as opposed to Remove/Add ability, and allows me to use the same icon slot on the interface (a big plus for preventing unnecessary extra user casts and looks quite nice to boot). The issue, of course, is that this has the potential to screw up any duplicate heroes the player has, but I won't provide extras in the testing.
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