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Messages - Mistral

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346
Server.War2.ru / Re: War2Mod (War2 with triggers) beta testing
« on: December 11, 2020, 12:43:54 PM »
As i see you all suggesting and proposin your ideas. This is good and all.
But any one of you actually go in to server and played with some real players?
And is someone go in to backup server and even tried to play with triggers? Or maybe tried to play 1-2 missions of multiplayer campanign that working on triggers?
If you dnt know about campanign then see there http://forum.war2.ru/index.php/topic,6084.0.html
You go and play some real games first then say what can really be changed and what is just mod for fun.
I call people like you "thrower of ideas" (not very correct translation cause i call this on russian actually "накидыватель мыслей" so dnt now how to translate right, in russian this sounds very funny). My friend Oragorn is official "thrower of ideas" for me (and sometimes lesnik and iL) and for War2Mod too :) . I dnt like some ideas of Oragorn too actually :sweat: but i added in War2Mod mostly for testing purposes. Because his suggestions use some very hardcoded triggers and can cause massive changes to game, so i want people help to test in real game for possible disconnects, crashes etc. If that critical big triggers will be working fine then that means other not so big and hard will be working good too.

So about mana, you maybe dnt understand but mana is BYTE, so max value is 255, cannot make +200 or +10k and etc. Blizzard make game this way and it is very deep in code and cannot be changed.

So invisibility to Alleria whe she like for example receive command to STAND GROUND. Yes that possible. Will be added? Maybe, maybe not. I think i will add for testing period, to actually test this too, and then remove after. Because Alleria is not night elf though :thinking: and there is no night and day time in war2  ;)
So if tests will be going good, maybe people will get possibility to add to they's custom maps trigger for "sneaking" (not just for Alleria, for any designated unit).

fornication is bad translation of блуд LOL ;D this means Bloodlust (Oragorn dnt know english so he is using google translator to create description file for post)
So actually Chogal is ogre-mage who just always have bloodlust enabled on himself.

347
Server.War2.ru / Re: War2Mod (War2 with triggers) beta testing
« on: December 10, 2020, 08:59:12 AM »
if you want to Comps have unlim wood for campaign you dont need to make them "train sheep".
It is possible to just give them wood right away with "resource set" trigger in custom made map,
something like <set player BLUE resource WOOD to 10000>
and they always have 10000 wood every second.
Gold too. And gold can be even better. You can make unlimitied supply in golmine. You make mine with 2500 gold. When computer player peon is going inside mine will have 2400 and etc.
But you make trigger that every second sets its back to 2500. But when player peons mining that gold then gold dnt going back to 2500. So if player captured that comps base they dont receive many gold)) So this way comps will have unlimited gold, but if player gets thats base then he only have 2500.

This all can be made in custom map.
Tool for creating triggers for your maps will be released later so just wait a bit.

348
Server.War2.ru / Re: War2Mod (War2 with triggers) beta testing
« on: December 09, 2020, 09:17:36 AM »
iL is right, you don't want some people with War2mod on the main server joining games and having disconnects and crashes. 

This is cool @Mistral, do you plan to do updates and tweaks if some of these mods are too powerful?  I think maybe also dragons/gryphones could increase their attack speed, and sappers/demo squads could train more quickly.
All this testing thing is meant for updates and tweaks.

And we need all players help and feedback to do it!  :)

349
Server.War2.ru / Re: War2Mod (War2 with triggers) beta testing
« on: December 09, 2020, 07:21:36 AM »
Well yes it is possible to add to entire game i think. But will not be doing this.
Because it will not be compatible with old versions of game obviously. iL says its a bad aproach so as we need maximum compatibility with all versions.
And because of that we put this on backup server. There will be no problems like some people download new version and some not and after that there is disconnects and drops.
Because all people who joins backup sever will get triggers automatically from server itself.
So if you want play with triggers you say your friends and then you all go in backup serv to play. If you dnt want anymore just go back to official serv and all functions will be disabled and this will be standart old war2.

350
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).

352
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

353
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.

354
Server.War2.ru / Re: campanign AI-selector plugin
« on: November 13, 2020, 11:02:55 PM »
What u are doing actually?
New custom campanign?

355
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:

356
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.

357
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.

358
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.

359
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

360
Nice prog, bro.
So very cool.

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