• 🏆 Texturing Contest #33 is OPEN! Contestants must re-texture a SD unit model found in-game (Warcraft 3 Classic), recreating the unit into a peaceful NPC version. 🔗Click here to enter!
  • It's time for the first HD Modeling Contest of 2024. Join the theme discussion for Hive's HD Modeling Contest #6! Click here to post your idea!

Attachment Effect Tutorial

Ralle

Owner
Level 77
Joined
Oct 6, 2004
Messages
10,096
by ~ben xuereb...

Contents
A. Introduction
B. Recomended
C. Abilities
D. Items
E. Triggers
F. Attachment Places
G. Final Words

Introduction
A. OK first of all there are 3 ways you can attach effects to your units.
1. Ability
2. Item
3. Trigger
What is an attached effect: An attached effect is where you get a model of something and put it on a unit like the item in the bonus orc campaign with the battle standard how you see it on rexxars back.

B. If you're a beginner to this I would say do ability, OK?

C. Abilities
The most easy ability to base it on is the human sphere ability the one that makes the orbs circle around the bloodmages hand. All you have to do is change the attachment areas (see section D for more info) and change the model-file and give it to a hero as, Abilities Normal, this wont show in the world editor but will in game.

D. Items
Base the item of "item battle standard" and change the model-file to what you want and the attachment place (see section D for more info) and if you ONLY want attachment effects delete the ability in the part called "ability - ability"(top one) and if its something you buy edit the stats and all that..

E. Triggers
The trigger is most likely the simplest way but abilities and items are more versatile so if you got a unit already placed and want to give it an attachment it's easy to understand but it's a bit more complicated (not too hard) if its on a unit which isn't in game in start use the trigger "special effect unit/area" the default string is overhead wich isnt used as much as others, so if i was going to make a special effect on a unit thats already in game my trigger would be as simple as:

  • Untitled Trigger 001
    • Events
    • Conditions
    • Actions
      • Special Effect - Create a special effect attached to the overhead of Footman 0000 <gen> using Abilities\Spells\Other\TalkToMe\TalkToMe.mdl
(using defult settings apart from Footman)
if you want to make a region have special effect lets say thunder clap (defult) it would be:
  • Untitled Trigger 002
    • Events
    • Conditions
    • Actions
      • Special Effect - Create a special effect at (Center of Region 000 <gen>) using Abilities\Spells\Human\ThunderClap\ThunderClapCaster.mdl
if you have some troubles or think somthings wrong with these please just post it here.

F. Attachment Places
overhead
head
chest
origin
hand (see next part for more info)
foot (see next part for more info)
wepon (heros only(havnt tried it though))
sprite (the attachment that the bloodmage uses for his orbs (see next part for more info can be used for buildings)
medium (for buildings dunno what it does though havnt used it)
large (for buildings dunno what it does though havnt used it)

OK now for the attachment modifiers:
left (hand,foot)
right (hand,foot)
mount (for mounted units example knight,huntress,raider)
rear (for quadrupeds w/e that is)
first (sprite,buildings)
second (sprite,buildings)
third (sprite,buildings)
forth (sprite,buildings)
fifth (sprite,buildings)
sixth (sprite,buildings)
rallypoint (buildings)

G. Final Words
OK some people (like I) tend to have things like hand and right in the same string (goes for any modify) but they go in seperate strings so for example you have first string hand second string right.
 
Last edited:
Top