• 🏆 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!

Creating "injury blood efect" without using JASS

Status
Not open for further replies.
Level 7
Joined
Apr 18, 2007
Messages
247
Hi, I have look through the JASS tutorials and found that Injury system that using JASS to create it. But I do not know anything about JASS and now started to learn.

So my question is
Can I get some clues on how to create the injury efect and blood pool's effect using GUI?

Helps are appreciates.

Im making a map named League of Heroes with AoS and Bossfight genre. So Im trying to add this injury effect to make the game looks more realistic.
 
Level 16
Joined
Jul 21, 2008
Messages
1,121
Download custom blood pool model and place it on dummy.

Implement and edit this trigger to your needs.
  • Set TempPoint = (Position of (Triggering unit))
  • Unit - Create 1 <Dummy> for (Owner of (Triggering unit)) at TempPoint facing Default building facing degrees
  • Set Dummy = (Last created unit)
  • Unit - Add a 10.00 second Generic expiration timer to Dummy
  • Custom script: call RemoveLocation(udg_TempPoint)
  • Custom script: set udg_Dummy = null
Download models from this thread
 
Last edited:
Level 7
Joined
Apr 18, 2007
Messages
247
Download custom blood pool model and place it on dummy.

Implement and edit this trigger to your needs.
  • Set TempPoint = (Position of (Triggering unit))
  • Unit - Create 1 <Dummy> for (Owner of (Triggering unit)) at TempPoint facing Default building facing degrees
  • Set Dummy = (Last created unit)
  • Unit - Add a 10.00 second Generic expiration timer to Dummy
  • Custom script: call RemoveLocation(udg_TempPoint)
  • Custom script: set udg_Dummy = null
Download models from this thread

Mmm....I have tried but there is no blood pool on the ground. Can you please give me the more detail trigger? And how can I do bleeding efect using it?
 
Level 16
Joined
Jul 21, 2008
Messages
1,121
Have you imported blood pool model and set it as dummy model?
Trigger creates dummy with ''Blood Pool'' model linked in previous post.

This is how should your trigger look alike:
  • Events
    • Unit - A unit Finishes casting an ability
    • Conditions
      • (Ability being cast) Equal to <Your Ability>
    • Actions
      • Set TempPoint = (Position of (Triggering unit))
      • Unit - Create 1 <Dummy> for (Owner of (Triggering unit)) at TempPoint facing Default building facing degrees
      • Set Dummy = (Last created unit)
      • Unit - Add a 10.00 second Generic expiration timer to Dummy
      • Custom script: call RemoveLocation(udg_TempPoint)
      • Custom script: set udg_Dummy = null
If you want to, create special effect.
  • Special Effect - Create a special effect at TempPoint using Objects\Spawnmodels\Orc\Orcblood\BattrollBlood.mdl
 
Level 7
Joined
Apr 18, 2007
Messages
247
Have you imported blood pool model and set it as dummy model?
Trigger creates dummy with ''Blood Pool'' model linked in previous post.

This is how should your trigger look alike:
  • Events
    • Unit - A unit Finishes casting an ability
    • Conditions
      • (Ability being cast) Equal to <Your Ability>
    • Actions
      • Set TempPoint = (Position of (Triggering unit))
      • Unit - Create 1 <Dummy> for (Owner of (Triggering unit)) at TempPoint facing Default building facing degrees
      • Set Dummy = (Last created unit)
      • Unit - Add a 10.00 second Generic expiration timer to Dummy
      • Custom script: call RemoveLocation(udg_TempPoint)
      • Custom script: set udg_Dummy = null
If you want to, create special effect.
  • Special Effect - Create a special effect at TempPoint using Objects\Spawnmodels\Orc\Orcblood\BattrollBlood.mdl

Hey, I didnt have the casting ability trigger in my WE. Is it outdated version?

EDIT : Oh ya I found it. Sorry.
 
Level 7
Joined
Apr 18, 2007
Messages
247
Mmm...child of Bodom, there is still no bleeding efect and blood pool....
Here is the coding I made based on what you taught me,
  • Bleed n Pool
    • Events
      • Unit - A unit Finishes casting an ability
    • Conditions
      • (Ability being cast) Equal to AbilityGroup
    • Actions
      • Set TempPoint = (Position of (Triggering unit))
      • Unit - Create 1 Dummy for (Owner of (Triggering unit)) at TempPoint facing Default building facing degrees
      • Set Dummy = (Last created unit)
      • Unit - Add a 10.00 second Generic expiration timer to Dummy
      • Custom script: call RemoveLocation(udg_TempPoint)
      • Custom script: set udg_Dummy = null
      • Special Effect - Create a special effect at TempPoint using Objects\Spawnmodels\Orc\Orcblood\BattrollBlood.mdl
Attached is the screenshot

EDIT (04 June 09, 11:59pm):
Thanks I make it already. The models you gave 1 has error on loading the models. So I use the preset's human blood.
 

Attachments

  • WC3ScrnShot_060409_233236_01.jpg
    WC3ScrnShot_060409_233236_01.jpg
    1.3 MB · Views: 109
Last edited by a moderator:
Level 16
Joined
Jul 21, 2008
Messages
1,121
Hmmm, then try this trigger.
Make sure that your ''Bleed'' spell has specific buff.

  • Bleed
    • Events
      • Time - Every 1.00 seconds of game time
    • Conditions
    • Actions
      • Set TempGroup = (Units in (Playable map area))
      • Unit Group - Pick every unit in TempGroup and do (Actions)
        • Loop - Actions
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • ((Picked unit) has buff Acid Bomb) Equal to True
            • Then - Actions
              • Set TempPoint = (Position of (Picked unit))
              • Special Effect - Create a special effect at TempPoint using Objects\Spawnmodels\Orc\Orcblood\BattrollBlood.mdl
              • Special Effect - Destroy (Last created special effect)
              • Custom script: call RemoveLocation(udg_TempPoint)
            • Else - Actions
      • Custom script: call DestroyGroup(udg_TempGroup)
Trigger is full MUI and it works.

IMAGE:
56712d1244131166-creating-injury-blood-efect-without-using-jass-effect.jpg
 

Attachments

  • Effect.JPG
    Effect.JPG
    7.5 KB · Views: 97
Level 10
Joined
Sep 6, 2008
Messages
423
Hmmm, then try this trigger.
Make sure that your ''Bleed'' spell has specific buff.

  • Bleed
    • Events
      • Time - Every 1.00 seconds of game time
    • Conditions
    • Actions
      • Set TempGroup = (Units in (Playable map area))
      • Unit Group - Pick every unit in TempGroup and do (Actions)
        • Loop - Actions
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • ((Picked unit) has buff Acid Bomb) Equal to True
            • Then - Actions
              • Set TempPoint = (Position of (Picked unit))
              • Special Effect - Create a special effect at TempPoint using Objects\Spawnmodels\Orc\Orcblood\BattrollBlood.mdl
              • Wait 1.00 seconds
              • Special Effect - Destroy (Last created special effect)
              • Custom script: call RemoveLocation(udg_TempPoint)
            • Else - Actions
      • Custom script: call DestroyGroup(udg_TempGroup)
Trigger is full MUI and it works.

IMAGE:
56712d1244131166-creating-injury-blood-efect-without-using-jass-effect.jpg

This can't be mui.. it has a wait for each unit.. waits are not needed between special effect creation and destroying since the effects will play their animation once before they are removed.
 
Level 7
Joined
Apr 18, 2007
Messages
247
Hmmm, then try this trigger.
Make sure that your ''Bleed'' spell has specific buff.

  • Bleed
    • Events
      • Time - Every 1.00 seconds of game time
    • Conditions
    • Actions
      • Set TempGroup = (Units in (Playable map area))
      • Unit Group - Pick every unit in TempGroup and do (Actions)
        • Loop - Actions
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • ((Picked unit) has buff Acid Bomb) Equal to True
            • Then - Actions
              • Set TempPoint = (Position of (Picked unit))
              • Special Effect - Create a special effect at TempPoint using Objects\Spawnmodels\Orc\Orcblood\BattrollBlood.mdl
              • Wait 1.00 seconds
              • Special Effect - Destroy (Last created special effect)
              • Custom script: call RemoveLocation(udg_TempPoint)
            • Else - Actions
      • Custom script: call DestroyGroup(udg_TempGroup)
Trigger is full MUI and it works.

IMAGE:
56712d1244131166-creating-injury-blood-efect-without-using-jass-effect.jpg

Mmm.....okay thanks. Will try it later.
 
Status
Not open for further replies.
Top