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Effect Destroy Delay?

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Level 11
Joined
Aug 6, 2009
Messages
697
I want to make it so this effect I have doesn't have a delay of being destroyed.
When the trigger runs and the effect is destroyed it takes 2 seconds for it to be removed. Any ideas or is this a probably with the model?

  • SS
    • Events
      • Unit - A unit Starts the effect of an ability
    • Conditions
      • (Ability being cast) Equal to Super Saiyan
      • (Unit-type of (Casting unit)) Equal to Goku
    • Actions
      • Set GSS = (Triggering unit)
      • Custom script: set udg_ID = GetHandleId (udg_GSS)
      • Hashtable - Save Handle Of(Load 1 of ID2 in GokuTransHash) as 2 of ID in GokuTransHash
      • Special Effect - Destroy (Load 2 of ID in GokuTransHash)
      • Hashtable - Save 1.00 as 0 of ID in GokuTransHash
      • Hashtable - Save Handle OfGSS as 3 of ID in GokuTransHash
      • Special Effect - Create a special effect attached to the head of GSS using war3mapImported\SSJ_Head.mdx
 
Level 33
Joined
Mar 27, 2008
Messages
8,035
Why are you saving data to hashtable if you use a single trigger ?

Also, if the SFX has birth animation or else, it must be from Units (make a dummy unit act as the SFX), because we can't simply create and destroy it, it won't show the SFX.
 
Level 14
Joined
Oct 6, 2008
Messages
759
What's the problem with creating a special effect , setting a variable to it , adding timer or 'wait' and then destroy variable and clear leaks

edit: just notice you want it destroyed immediately. Make a dummy unit with locust to look like your effect, add the desired expiration timer, if needed make it play animation.
 
Level 8
Joined
Sep 18, 2011
Messages
195
Basically, yes.
Solutions:

1. If you have rights to edit the model, I can edit it to remove the death animation, or you can ask the owner of the model.

2. You can make a dummy unit created with that model, then when you want to remove the model, remove the unit from the game (don't kill just remove directly)
 
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