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Messages - Mistral

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376
Server.War2.ru / Re: War2Mod (War2 with triggers) beta testing
« on: December 09, 2020, 06:24:43 AM »
Triggers initially intended to be inside PUD maps.
So plan is that later i will make tool for creating triggers in maps, and ANYONE can use and create something they always wanted.
But now you dnt have any maps for testing so @Oragorn idea is War2Mod - set of pre-made triggers to be enabled for any map in backup server.
After beta test i dnt know what will be. Maybe it will be staying on backup or maybe can be played on official server but only in special game mode (you will need to download new MPQ to get that game mode, or install new War2Combat 47+ maybe).
Now for testing there many triggers enabled and some of them (maybe) can cause some errors, disconnects etc. So we want for people to test in real game.
And PLEASE say if you get some crashes and etc. We need feedback. Its important.

P.S. and i know you all love some GOW or CHOP yes, but please play some sea maps too, maybe like HSC or FOC. To test some water triggers too. Like transporting allied players (need to play 2s or more obviously for this).

378
ye tips lol. they are hidden so u must find them)))))00





p.s. ok - do u remember how many missions there in beyond dark portal campanign?)) 12. so think what to do

379
There 12 hidden secret missions inside alaunter try to complete them. Last 4 of it its another campanign (inside of alaunter campanign yes). All missions very hard. Good luck.

About allied non rescuable AI. I has created it long ago. U will see some in alaunter2.

380
Server.War2.ru / Re: campanign AI-selector plugin
« on: November 13, 2020, 11:02:55 PM »
What u are doing actually?
New custom campanign?

381
Server.War2.ru / campanign AI-selector plugin
« on: November 13, 2020, 01:26:34 PM »
Ok here my new plugin. AI-selector - ais.w2p :thumbsup:
Only for :omg: single player custom campanign use. :sob:
Actually i wasnt even thinking of making this thing, but Szwagier :wave: asked me to make somthing with that functionality.
So its reads AI from other files from MPQ in campanigns.
default AI stored in MPQ in rez/ai.bin
but now its different in each campanign.
Human TD = rez/a1.bin  ???
Orc TD = rez/a2.bin  >:D
Human BDP = rez/a3.bin  :-X
Orc BDP = rez/a4.bin  :ok_hand:

382
Server.War2.ru / do we need towerbug fixed?
« on: November 06, 2020, 06:51:59 PM »
So i got towerbug fixed.
Now plan is to add it in triggers plugin, so this can be set in PUD map if towerbug working or not.


But we can get it be like always fixed from combat 4.7+
But we atually need it or not? cause there will not be compatibility with older versions then.

383
Server.War2.ru / Re: New super war2 triggers Allied transport system
« on: October 17, 2020, 05:53:16 AM »
yes i actually wanted to do that from the start long ago.
some .lang file with all strings.

384
Server.War2.ru / Re: New super war2 triggers Allied transport system
« on: October 17, 2020, 04:44:44 AM »
cel u mean how i applied triggers to pud map?
i write program for this ofc.
will be released in combat 47 i think (with triggers plugin).
and even if i show no one here understand, cause program now russian only))) will translate later for release version.
if u want comparison then this will be something like starcraft1 trigger editor.

385
Server.War2.ru / New super war2 triggers Allied transport system
« on: October 17, 2020, 04:09:31 AM »
Hey!
Today i show u some new triggers.
So that trigger allow transports get allied units inside, even other players units and comps.
With this, new possibilities in water maps is infinitie. Like some new 2s or 4s strats - one player build only water and other only land army and etc etc...

(transports testing starts in 2:00 in video)

P.S. actually u can see some other triggers being tested in map, but this is another story, maybe i will tell later.
P.S.S. other not so important triggers that can be seen in video:
firebal damage (can set from 1 to 255, set to 1 in video)
effects time (blood time set to 100 (default is 1000) ) so u can set time of effects (inviz, slow, haste, blood, unholy)
auto viz and auto ally
viz from comps
allied coms aggro, so that means if u attack allied copms units they turn off ally and viz from u.
some portals shit and build heroes from circle of power shit
(and actually peons that can build that portals and circles and runestones)

War2 new super triggers - YouTube

386
Nice prog, bro.
So very cool.

387
Server.War2.ru / Re: paladins AOE passive auto heal
« on: October 07, 2020, 08:54:16 AM »
prioritize in healing gets units with lowest hp (in numbers not in %)
so yea if there 20/90 hp paladins and 5/100 hp bird, then bird heals first

about changes in balance etc, i said this will be in PUD, so when someone want play with this, they host custom edited map. (like chop is not very standart classic map too)

388
Server.War2.ru / Re: paladins AOE passive auto heal
« on: October 06, 2020, 10:00:33 PM »
About enabling/disabling in lobby room, this thing will be implemented in PUD file. So if someone want play with this, they just host that custom edited map.
About enabling/disabling during the game, i dnt know how to do it manually with buttons or hotkeys, so i think this thing will be enabled if someone praying in the church. (if some footman or peasant staying near church then paladins autoheal, if u dnt have someone nearby any of your churches, then paladins cannot autoheal).

389
Server.War2.ru / Re: paladins AOE passive auto heal
« on: October 06, 2020, 03:15:14 AM »
U can change manacost of 1 hp in there with triggers. Even 1 hp for 1 mana.
And they autohealing even when in battle, even when attacking, this dont interrupt animations))

390
Server.War2.ru / paladins AOE passive auto heal
« on: October 06, 2020, 12:48:11 AM »
Hi, today i show u some auto heal from paladins
Its working on triggers
All paladins if player learned heal and exorcism will be passively casting Area Heal (that spell was in the game on alpha develompent stage but was cut, so i revived it)
Area Heal takes 5 mp for 1 hp healed
Lowest hp unit heals first

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