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Create special effect at dead unit

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Level 10
Joined
Nov 5, 2008
Messages
536
Hi!

Skeletons can be built in map by all players. There can be a lot of them.

When a skeleton dies, is it possible to add a special effect at the location of the dead skeleton? The special effect shall last until the skeleton decays, thats around 80 seconds.

Here comes the tricky part:
If the skeleton is ressurected, can the special effect that is on the dead skeleton be removed as the skeleton gets backs to life?


To sum things up:
The special effect shall have the same function as a corpse, to show where the dead skeleton is located.



Is this to complicated to make? If yes, what can I do instead to get the same or a similar effect?
 
Level 4
Joined
Aug 9, 2005
Messages
76
  • Untitled Trigger 001
    • Events
      • Unit - A unit Dies
    • Conditions
      • (Unit-type of (Dying unit)) Equal to (your Skeleton)
    • Actions
      • Special Effect - Create a special effect attached to the overhead of (Dying unit) using Abilities\Spells\Other\TalkToMe\TalkToMe.mdl
 
Level 2
Joined
Jul 29, 2009
Messages
12
  • Skeleton Dies
    • Events
      • Unit - A unit Dies
    • Conditions
      • (Unit-type of (Dying unit)) Equal to (your Skeleton)
    • Actions
      • Special Effect - Create a special effect attached to the overhead of (Dying unit) using Your Special Effect.
When the corpse decays just destroy the special effect.
 
Level 13
Joined
Mar 4, 2009
Messages
1,156
special effect -create your special effect
special effect -destroy (last created special effect)

you cant destroy it when decay (you can but very hardly) and you don't need to

if you ill ever need to destroy effect after <x> seconds/after decay


create unit that has model file of your effect and add him Locust ability (on that way it cannot be selected d and it has no pathing map)
create (your unit that uses model file of your special effect)
add countdown timer of <x> seconds for last created unit
 
special effect -destroy (last created special effect)

Wrong. That would destroy the LAST special effect, what means, if you create any other SE after that one, only the last created one will be destroyed.


You should make an ability based on Claws of Attack or Ring of Defense. Set the attack/defense increae to 0, and add the model and attachment points for it. REname it as "Special Effect Ability"


Then, if a Skeleton Dies, use the give ability trigger to give him the "Special Effect Ability"

When he gets resurrected, use the remove ability trigger to remove him the "Special Effect Abiliity"
 
Level 13
Joined
Mar 4, 2009
Messages
1,156
......
firstly
"That would destroy the LAST special effect, what means, if you create any other SE after that one, only the last created one will be destroyed." is wrong

you can always destroy every special effect

secondly

how can you make added ability work on dead unit ?
 
Destroying it instantly after it's created will work and prevent the leak.

The time between the creation/destruction executions is so minimal, that it's probably impossible for another effect from another trigger to be created in-between that time.

And thats only if triggers are ran simultaniously, which I do not know how they are executed.
 
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