• Listen to a special audio message from Bill Roper to the Hive Workshop community (Bill is a former Vice President of Blizzard Entertainment, Producer, Designer, Musician, Voice Actor) 🔗Click here to hear his message!
  • Read Evilhog's interview with Gregory Alper, the original composer of the music for WarCraft: Orcs & Humans 🔗Click here to read the full interview.

[Trigger] Animation/Condition Questions/Request

Status
Not open for further replies.
Level 5
Joined
Apr 11, 2011
Messages
107
slash/slash :p

first. under the attack animations sections. i had to create triggers that play specific animations depending on the item held. i used the "Or multi.." condition and did each hero slot. is there a way to pick all hero slots (instead of each individually)?

secondly. when my hero unit comes withing range of an undead unit, the undead unit is supposed to play its birth animation, my trigger isnt working and im not sure why (this is attempt 4, im about ready to give up.)

and third (i know this isnt the correct section). how do i make a passive ability with no icon/text? ive gave a critical strike spell that has a 100% chance to do 1x damage, just for the sake of seeing the damage, but it displays a green square in the units commands box. how do i remove this?

thanks for any help..

below is the map with the triggers and spell (feel free to help with anything else you see thats messed up!)
 

Attachments

  • RPG.w3x
    1.2 MB · Views: 478
Level 11
Joined
Nov 15, 2007
Messages
800
First: Use a loop from 1 to 6. Refer to "Item in slot (Integer A)".

Second: Could be any number of things. I'll look at the map later if someone else doesn't figure it out.

Third: Add the critical strike ability to a spell book, give the hero that spell book, and disable the spell book with the trigger "Player - Enable/Disable Ability". The spell book icon will not show, but the critical strike ability will remain hidden and active. There are better ways to show damage than using critical strike, though, like a damage detection system.

Edit: Alright, the problem with your birth animation trigger is you're using the custom value of the unit in a boolean array, but you never set the custom value of your units to begin with, so the animation will play once, for only a single unit, and that's it. Also, even if you fixed that, the units would attempt to attack your hero as soon as he got in range anyway, which would interrupt their birth animation. A better way to do this would be to add every undead unit to a unit group - hide them, pause them, and make them invulnerable; then when a hero comes in range, check that they're in the unit group - if so, unhide them, play the animation, wait 2.3 seconds (the duration of any skeletal unit's birth animation - and, conveniently, zombies' birth animation as well), and then make them vulnerable and unpause them, and of course remove them from the unit group. Remember to add newly created units to the group and hide/pause/invuln them when they enter the map as well.

And one last thing: stop using "Do nothing" in your triggers. Unfortunately the name "Do nothing" isn't very accurate, since it does 2 things that simply leaving the "Else" field empty doesn't - it takes you a couple extra clicks, thus wasting precious seconds of your life, and adds a few bytes worth of pointless text to your trigger code.
 
Last edited:
Level 11
Joined
Nov 15, 2007
Messages
800
Well, this animation trigger isnt working eaither, odds are i messed up somewhere.

i also removed all the, "Do Nothing"s from my map.

ill work on the spellbook stuff/find a system while i wait for a reply

you have been VERY helpful, +rep :p

Trigger: part1: http://i1084.photobucket.com/albums/j415/part207/1.png part2: http://i1084.photobucket.com/albums/j415/part207/2.png

You used "Triggering unit" instead of "Matching unit" in the initialization trigger. Remove the wait, also.

In the second trigger you forgot to unpause.
 
Level 5
Joined
Apr 11, 2011
Messages
107
Hmm, changed those, still no dice. they just dont show up at all now. heres the map, maybe you'll spot the error easier than i will..

ps: if youre feeling ambitious, can you figure out a working event for death v2? (i dont want the unit to actually die.)
 

Attachments

  • RPG.w3x
    1.2 MB · Views: 485
Status
Not open for further replies.
Top