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Discard Special Effects?

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Level 30
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Nov 29, 2012
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6,637
How about this:

  • Special Effect - Destroy (Last created special effect)
Though not exactly sure if it does not play the death animation or not. But I think this is the only way of removing it.

EDIT: Well if you meant SFX on unit, you got your answer above ^.^
 
You should just edit the model. Usually the spell effects are only a few kb anyway.

Get MDLX converter:
http://www.hiveworkshop.com/forums/tools-560/mdlx-converter-62991/

Extract the model from the MPQ (you can use any mpq editor on the site), and then run it through MDLX converter to get the MDL file. Open it up in notepad. There will be an animations block somewhere in there, listing "Birth", "Death", etc.. in quotes. (you can just use CTRL+F and search for "Death") Rename "Death" to something else, such as "Glababalaloobala". That is a very good name for an animation. Run it back through MDLX converter, then import the mdx in your map. Change your spell to use the imported model instead (or the effect trigger, w/e).

Anyway, theoretically this should prevent the death animation from playing when it is removed. When a spell effect is created, the engine plays the "birth" animation for its duration and then plays the "stand" animation as a loop. When a "Destroy effect" is issued, it will look for the "Death" animation. If there is none, the model will likely just disappear (iirc). There might be an issue where it just stands there for a while before disappearing--I don't quite remember. If so, you may have to resort to a different method. Try it out.
 
Level 7
Joined
Nov 18, 2012
Messages
272
You should just edit the model. Usually the spell effects are only a few kb anyway.

Get MDLX converter:
http://www.hiveworkshop.com/forums/tools-560/mdlx-converter-62991/

Extract the model from the MPQ (you can use any mpq editor on the site), and then run it through MDLX converter to get the MDL file. Open it up in notepad. There will be an animations block somewhere in there, listing "Birth", "Death", etc.. in quotes. (you can just use CTRL+F and search for "Death") Rename "Death" to something else, such as "Glababalaloobala". That is a very good name for an animation. Run it back through MDLX converter, then import the mdx in your map. Change your spell to use the imported model instead (or the effect trigger, w/e).

Anyway, theoretically this should prevent the death animation from playing when it is removed. When a spell effect is created, the engine plays the "birth" animation for its duration and then plays the "stand" animation as a loop. When a "Destroy effect" is issued, it will look for the "Death" animation. If there is none, the model will likely just disappear (iirc). There might be an issue where it just stands there for a while before disappearing--I don't quite remember. If so, you may have to resort to a different method. Try it out.
I don't know...

That sounds overly-complicated.

Is there no Jass function?
 
Level 26
Joined
Aug 18, 2009
Messages
4,097
No. There is no direct way.

In the gameplay constants, you can set the removal time of sfx to 0 but then this will apply to all sfx and you cannot specifically set the animation of them either.

Now for unit-attached sfx, there were ways described to meddle with the unit. Trigger-created sfx vanish when the unit morphs for example.

@Hell_Master: Ability-applied effects will play the death animation when the ability is removed.
 
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