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[Trigger] HELP: Creating Images

Discussion in 'Triggers & Scripts' started by Deuterium, Apr 5, 2009.

  1. Deuterium

    Deuterium

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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!
     
  2. TriggerHappy

    TriggerHappy

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    You would have to have a trigger that can re-create everything an illusion does.

    For example, creating the unit, settings its transparency to 80%, making it blue.

    Thats if, you want to do it via triggers.
     
  3. Deuterium

    Deuterium

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    i thought about that previously... but i was also thinking... wat would look blue to me (the triggering unit) wouldn't look blue to the enemy?
    unless there's a way to make a unit look as something to the triggering unit and something else to the enemies
     
  4. TriggerHappy

    TriggerHappy

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    • Set udg_Player = Player 1
    • Custom script: if GetLocalPlayer == udg_Player then
    • You can do your actions here, it will only work for udg_Player
    • Custom script: endif
     
  5. Deuterium

    Deuterium

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    i'll try to work on that whenever i have free time.. thanks alot... & if i need any help i'll contact you :)
     
  6. Deuterium

    Deuterium

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    umm well... whenever im using the custom scripts u gave me... i would become unable of getting into the map in-game :S
     
  7. TriggerHappy

    TriggerHappy

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    Post your trigger.
     
  8. Deuterium

    Deuterium

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    • 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
     
  9. TriggerHappy

    TriggerHappy

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    • Set Player = Get Owner of (GetTriggeringUnit)
     
  10. Deuterium

    Deuterium

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    • Set Player = (Owner of (Triggering unit))


    still gives the same problem
     
  11. PurplePoot

    PurplePoot

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    GetLocalPlayer()
     
  12. TriggerHappy

    TriggerHappy

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    ah yes, can't believe I forget the argument parenthesis..

    • Custom script: if GetLocalPlayer() == udg_Player then
     
  13. Pharaoh_

    Pharaoh_

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    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)
     
  14. Deuterium

    Deuterium

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    well i'll try that during the weekend... thanks!