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Changing Immolation SFX With Custom Mdx

Discussion in 'World Editor Help Zone' started by asdfADRiAN, Sep 9, 2010.

  1. asdfADRiAN

    asdfADRiAN

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    Well I modified the default immolation ability and buff settings to suit my spell which creates a SFX above the overhead of the unit. All works well but when I active the modified immolation spell, the Custom SFX Mdx appears overhead of the unit for approximately 4 seconds, then disappears even though the spell is activated and not even turned off. Im not sure exactly what is wrong, but perhaps someone knows what is causing this?

    Where exactly am I supposed to put the mdx file? As Target, or special and attachment point as overhead?


    Reward for fix: +Rep
     
  2. Kala

    Kala

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    I think you have to put it to "origin" attachment point.
    If that Custom SFX dissapears, its modelled into the model. (The animation of it is like explosion)
    You just have to use different model :p
     
  3. D4RK_G4ND4LF

    D4RK_G4ND4LF

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    upload the mdx u are using
    the stand animation needs to be looping
    use the war3model editor for this (tools section)

    overhead and origin should both work
     
  4. asdfADRiAN

    asdfADRiAN

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    @D4RK_G4ND4LF, ah so just loop the Stand animation? Alright sounds easy, its a simple fix so uploading wont be necessary. If I ever need further assistance Ill upload the model here anyhow.

    @Kala, no its not modeled into the model. How do I know this, well simple the model animation does nothing, absolutely nothing but stand there. It cant go into the model if it doesnt move. Also the model is attached to overhead so this should guarantee it not sinking downward.

    +Rep to both

    EDIT: Nope thats the the problem. The model is an omni-light mdx and only has a stand animation. I have already created it to have a looping stand animation initially, so this is not the problem... or at least i think its not.
     
    Last edited: Sep 10, 2010
  5. konjured1103

    konjured1103

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    Remove the effect(set as none in gameplay constants in object editor)

    -------------

    Set MDX = units/blabla.mdx <---- model
    Pick all units in [AOE OF IMOLATION ]

    just make the way that if the picked units are enemy of immolation source, create and destroy MDX @ unit.

    and lastly, enable/disable this trigger as the caster turn on/off the immolation
     
  6. asdfADRiAN

    asdfADRiAN

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    Never mind problem solved. It was in WE no the model itself.

    Best of all no need triggers!