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[Trigger] HELP: Creating Images

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Level 17
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Mar 17, 2009
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well... OK i know that you can make images by using the Wand of Illusion...

however, i want to know if there's a way through which u create images but be able of controlling them through the trigger (let's say i want to order the image itself to move from on place to another)

thank you all in advance!
 
Level 17
Joined
Mar 17, 2009
Messages
1,349
  • Image Conf
    • Events
      • Unit - A unit Starts the effect of an ability
    • Conditions
      • (Ability being cast) Equal to Image Conf
    • Actions
      • -------- setting some main variables --------
      • Set Player = (Triggering player)
      • Set TempUnit00_1 = (Triggering unit)
      • Set TempUnit01 = (Target unit of ability being cast)
      • Set TempLoc03 = (Position of (Target unit of ability being cast))
      • Set TempLoc03_1 = (TempLoc03 offset by (0.00, 200.00))
      • Set TempLoc03_2 = (TempLoc03 offset by (141.40, -141.40))
      • Set TempLoc03_3 = (TempLoc03 offset by (-141.40, -141.40))
      • -------- creating dummies --------
      • Unit - Create 1 Paladin_Clone for (Owner of (Triggering unit)) at TempLoc03_2 facing TempLoc03
      • Unit - Add a 15.00 second Generic expiration timer to (Last created unit)
      • Set TempUnit00_2 = (Last created unit)
      • Unit - Create 1 Paladin_Clone for (Owner of (Triggering unit)) at TempLoc03_3 facing TempLoc03
      • Unit - Add a 15.00 second Generic expiration timer to (Last created unit)
      • Set TempUnit00_3 = (Last created unit)
      • -------- adjusting image's color and transperancy using vJass scripts --------
      • Custom script: if GetLocalPlayer == udg_Player then
      • Animation - Change TempUnit00_2's vertex coloring to (0.00%, 0.00%, 100.00%) with 20.00% transparency
      • Animation - Change TempUnit00_3's vertex coloring to (0.00%, 0.00%, 100.00%) with 20.00% transparency
      • Custom script: endif
      • -------- moving the triggering unit --------
      • Unit - Turn collision for (Triggering unit) Off
      • Unit - Move (Triggering unit) instantly to TempLoc03_1, facing TempLoc03
      • Unit - Turn collision for (Triggering unit) On
 
And why don't you do this:

Set T_G = (Units in (Playable Map Area) matching (((Matching unit) is an Illusion) Equal to True)
Unit Group - Pick up every unit in T_G and do (Actions)
Loop - Actions
Unit - Order (Picked unit) to X
Custom script: call DestroyGroup (udg_T_G)

If you want it for specific unit type of Illusions, do: "Set Picked = (Picked unit)", If/Then/Else > If (Unit-type of (Picked)) Equal to X)
 
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