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       #Post#: 83--------------------------------------------------
       Re: My Temple Siege Project
   DIR By: SteamGear
       Date: February 14, 2011, 6:02 am
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       day night circle is easy to create, but i think i need a
       dataability which can be switched on and off (like ghost cloak)
       without a button then i force the unit to use the cloaak ability
       if its day, and so on....
       #Post#: 88--------------------------------------------------
       Re: My Temple Siege Project
   DIR By: ServerOfTheHybrid
       Date: February 14, 2011, 3:49 pm
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       Alrighty, here is another hero that we will need:
       Karass: Name: Light Mage   Slow but powerful close range attack,
       has a medium speed and medium/low amount of health.  Has a
       powerful first spell, which is "Light Wall", that creates a wall
       of light (actually, this should be 8 karasses around him just a
       dif unit named light wall that are invulnerable).  During Light
       Wall, the Light Mage is also invulnerable.  It lasts about 5
       seconds.  His second spell summons an archon (preferably called
       "Summon Spirit, and the archon should be called "Spirit")
       (Maximum 4) that might along side him, with the same speed, but
       lower attach and health.  They do not time out.  They do give
       EXP when killed.   The 3rd spell causes him to teleport up to a
       range of 12 unit spaces, and momentarily increases his attack
       and movement speed for about 5 seconds.  It should be called
       "Light Warp".  The Final Spell is "Light Blast", which fires a
       blast of Light at a target to do 1000 damage (Or better, if you
       can get the model, make it summon a Reaver for one shot of that
       before dieing).
       Like i said, more to come  :D
       #Post#: 91--------------------------------------------------
       Re: My Temple Siege Project
   DIR By: Tekaichi
       Date: February 15, 2011, 11:46 am
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       If possible send all Hero ideas to this mail
       tekaichi.vi@hotmail.com
       So i dont have to search for the idea on the forum.
       #Post#: 98--------------------------------------------------
       Re: My Temple Siege Project
   DIR By: ServerOfTheHybrid
       Date: February 16, 2011, 9:35 pm
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       Il keep that in mind
       Hmm, sometime soon i should ask for a opening texture thingy to
       be done.......so we have it
       #Post#: 112--------------------------------------------------
       Re: My Temple Siege Project
   DIR By: FockeWulf
       Date: February 26, 2011, 11:49 pm
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       Since using triggers for most of this stuff is not worth while
       (cause triggers to a greater degree can lag) I'd suggest a heal
       3 ways:
       Either duplicate and modify the medvac ability to heal (and you
       can have it target multiple units at the same time as in the
       campaign) or the following way:
       1. In the effects tab create a modify unit effect. Change the
       stats to give the +hp, energy, and shields you want.
       2. Still in the effects tab. Creat a search area effect. In the
       Areas+ section set it to search in a range of say. Link the
       effect that will increase hp that you created above.
       3. Go to the validators tab. This will tell the behavior we will
       make exactly what its allowed to heal. For most of them, unless
       you want to heal allies too, in the filters make sure only
       "player" is checked and set to "exclude" anything you don't want
       it to heal (like dead, missile, or maybe armor or mechanical).
       4. Ok now create a buff behavior and set the periodic effect to
       the search area effect you just made. Set the Validator(disable)
       to the validator you made above and set the Period to say 1 or
       something. Keep the period count -1 (that means infanite
       periods) and then add the behavior to your healing unit.
       After you are sure it all works just the behavior flag to hidden
       and it should all work great.
       There is a 3rd way similar to the one above that just increases
       the unit regeneration rate but its up to you which one you want
       to use.
       Stay away from excessive triggers. I've been making an fps and I
       know for a fact that triggers lag >.<
       #Post#: 115--------------------------------------------------
       Re: My Temple Siege Project
   DIR By: SteamGear
       Date: February 27, 2011, 2:26 am
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       well if you create a fps with keycontrol it laggs
       #Post#: 122--------------------------------------------------
       Re: My Temple Siege Project
   DIR By: FockeWulf
       Date: March 1, 2011, 4:32 pm
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       Steamgear just fyi it depends on HOW you do it.
       I've just learned to avoid them like the plauge (i actually
       started with triggers) simply because stacking them up can cause
       vast amounts of lag.
       My system gets away with it because I uitilize a LOT of
       multithreading. If you don't have enough system you can still
       have problems though.
       The other reason I get away with it is because of how the system
       works. Its all inside one trigger. But if I go too much farther
       beyond what I've got (when you count in the projectile system
       and the ability system etc) I know I'm gonna start eating lag.
       For this yes you can get away with it. On the other hand this is
       the best place to learn how to make built-in functions work for
       a LOT of things. I've been spending most of my time working in
       the data editor the last few months (so much so that I've
       forgotten a lot of triggers).
       If you've ever taken a look at my ww2 project link you can see
       some of the stuff the data editor can do. And its all built in
       so the only lag out of all of that is grahical. Also data editor
       entries make for smaller map sizes instead of triggers.
       #Post#: 123--------------------------------------------------
       Re: My Temple Siege Project
   DIR By: SteamGear
       Date: March 2, 2011, 7:48 am
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  HTML http://www.sc2mapster.com/assets/easy-and-smooth-wsad-movement/
  HTML http://www.sc2mapster.com/assets/easy-and-smooth-wsad-movement/<br
       />my way to create a WSAD control :)
       #Post#: 167--------------------------------------------------
       Re: My Temple Siege Project
   DIR By: MrAssassin
       Date: June 2, 2011, 10:27 pm
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       Maybe another hero could be Otmin with 700 total starting
       health. Drudic Mage (first spell could be a spell that entangles
       the target with roots and deals a small amount of damage over
       time it could last for like 5 seconds (maybe like Entangle
       Roots)(the second move could be aspect/Mark of the wild which
       could increase speed/strength/damage for like 10 seconds)(the
       third move could be(call of the wild) s move that turns the hero
       into a creature like an ursadak or whatever those are and it
       fights at his side for like 30 seconds or until killed(can have
       like 300 hp)(the fourth move could be a move that is called
       Natures Wrath and it grows like a bunch of weird plants in th
       target location dealing like 1000 damage to all units in target
       area){for call of the wild i was trying to think of a better
       name but i couldt any help}
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