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Old 01-31-2009, 01:16 AM   #1
Vexorian
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Hero Contest #3 - 2nd Place

Default Disintegrate

Disintegrate spellmap (With bonus spells)

Included:
Disintegrate (FocusMagic) Like a lightning effect with collision
Swap (SwapArrow)
FireOrb (ArcaneArrow) These last two are basically just xecollider samples.

Yeah these are just the hero contest spells, but packed in their own spell map without Mc!'s art, so I can update them with bug fixes. Disintegrate and FireOrb actually got updated and got more features than the ones in the hero contest submission... These things don't really look that well without Mc!'s art though.

Disintegrate was a fun spell to code, and yes it was inspired by a d3 video...

Edit: updated to fix bug with FireOrb

Expand FocusMagic:
Attached Images
File Type: png dis.png (217.3 KB, 852 views)
Attached Files
File Type: w3x Disintegrate.w3x (161.3 KB, 564 views)
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Old 01-31-2009, 01:22 AM   #2
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Source Code?
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Old 01-31-2009, 01:25 AM   #3
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Hero Contest #3 - 2nd Place

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There's a program called world editor which comes with warcraft 3 that can allow you to see the code.
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Old 01-31-2009, 01:38 AM   #4
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Where can I download this program at?

Disintegrate is really cool.

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Old 01-31-2009, 02:31 AM   #5
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ima take a look at this and compare it to what i did when i made it for our D3 map - see if i can get any pointers (MC!s are does make it looks distinctly better, I only wish he could have made the lightning effect less lightningy and more lasery/lavay/more like a dense,viscous liquid)
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Old 01-31-2009, 02:39 AM   #6
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Hero Contest #3 - 2nd Place

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But wasn't the video's one more laser like?

I don't have enough memory to remember correctly.
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Old 01-31-2009, 03:20 AM   #7
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it was, the only thing i can think to compare it to would be the wand beams from the HP movies - like i said, as opposed to lightning the beam looks more like a dense, viscous liquid

MC!s looks much better then the WC3 FoD lightning, but i think there was still room for improvement (mind you this is just from screenys ive seen, i have yet to test it in game

**what exactly does this:
Collapse JASS:
AddSpellEffectTargetById(GetUnitTypeId(t), EFFECT_TYPE_SPECIAL, t, "origin" )

do???

and how does it create a "cute FX on unit death"
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Old 01-31-2009, 04:00 AM   #8
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It references the effect field within " Art - Special " in the object editor page of the base ability.
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Old 01-31-2009, 04:13 AM   #9
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Hero Contest #3 - 2nd Place

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Quote:
**what exactly does this:
Collapse JASS:
AddSpellEffectTargetById(GetUnitTypeId(t), EFFECT_TYPE_SPECIAL, t, "origin" )

do???

and how does it create a "cute FX on unit death"
It creates a cute FX on unit death.

well, when you explode units the special art field of the unit is played. This does that.
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Old 01-31-2009, 08:29 AM   #10
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I must say I'd prefer emjlr3's version. Here you can't swing it around like in the gameplay trailer, you have to channel a new spell in order to hit other units.

You should consider such feature, it would be an improvement.

Cool fire orb, though.

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Old 01-31-2009, 11:38 AM   #11
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Nice spells..
but i got thousands of double frees when fire orb missiles hit any enemies ...
Collapse JASS:
       method onUnitHit takes unit hitunit returns nothing
           if damageconf[.level].damageTarget(.source, hitunit, secondMissileDamage(.level) ) then
            
            call .destroy() // call .terminate() ...
           endif
       endmethod
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Old 01-31-2009, 12:31 PM   #12
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Hero Contest #3 - 2nd Place

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That's so lame, I should really make my build scripts use --debug by default unless it is the release...

It is inspired by the trailer but I do not intend to reproduce it 100% , I actually like the red lightning stuff and I already made swinging before when making lightning inferno and the other freezing spell, it is cool for demonstrations but it doesn't have a huge gameplay value due to wc3's controls, besides of overcomplicating the code...

Quote:
Cool fire orb, though.
That's got to be the silliest spell I ever made.
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Old 01-31-2009, 01:22 PM   #13
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Quote:
Originally Posted by Vexorian
That's so lame, I should really make my build scripts use --debug by default unless it is the release...

Yeah, you should, really. That would protect you from those cheap errors for real.
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Old 01-31-2009, 03:54 PM   #14
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That thing was updated anyway.
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Old 02-01-2009, 07:03 PM   #15
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Anyways, this looks good by me. Approvizzled.
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