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Delay problem when removing self-made effect model

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Level 9
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Aug 10, 2007
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92
I've made some models myself and I have successfully implemented them in wc3, but the problem is when I call DestroyEffect() it takes about 4 seconds before the effect disappears. This only happens on my self-made models, so I'm guessing it has something to do with the .mdl file.

Could it be that my model only has a "stand" animation and that a "death" animation is required? If that is the case, how can I easiest make one? I just want the model to disappear instantly when I call the function.

Funny thing is it actually works if I use the model as an attachment on an ability, the model is removed instantly when I remove the ability. But if I use AddSpecialEffectTarget & DestroyEffect, the 4 second delay is there.

EDIT: Found out you can change effect decay time in gameplay constants.
 
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Level 26
Joined
Jun 15, 2006
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2,651
1 easy way to create a death anim for sfx is:

1. you open this(or dl it if you don´t have it yet): War3 Model Editor - The Hive Workshop - A Warcraft III Modding Site
2. you open your model
3. you select windows--> Sequence Manager
4. you right-click and selecet " create new"
5. you change the intervall from X to Y (you will have to take a look what the intervall of the other animation is because they are not allowed to cross)
6. you select your ribbon emmiters or particle emmiters and change the visibility to 0 for the beginning of the death anim
7. if you use any geoset in your model you will have to do the same thing as you did it in point 6 but this time you select: Geoset Animation Manager-> create new




But you should also take a look at these tutorials because they could help you:
http://www.hiveworkshop.com/forums/...-animation-using-magos-war3modeleditor-32576/ for the intervall thing

http://www.hiveworkshop.com/forums/f282/making-effects-magos-35101/ for particle visibility

http://www.hiveworkshop.com/forums/f282/fixing-faulty-death-decay-animations-40794/ for geoset visibility
 
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