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[HELP] Transparency Performance? and others?

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Level 9
Joined
Aug 7, 2009
Messages
380
Well, hi.
1.How to make a performance in transparency of a unit. Like make a unit from invisible and becomes clearlier over time. (ex: A unit created and every x seconds its transparency lower and lower (clearler and clearler). I think i got the point how to make it, but it seems to be buggy when it's a group of units)
2.Is there a way to make locust units have collision ?
3.Is there a way to make locust units effected by auras?
4.Does Bear form (night elf's The Druid of the Claws') when casted by heroes', does it reset the hero's abilities and level?
5.How to remove an ability from a unit group with triggers after time (use wait or what)?

Well, up there is a list of my wondering question, instead of alot of thread. Rep for sure :ogre_haosis:
 
Level 9
Joined
Aug 7, 2009
Messages
380
but use what to degrease what?
Edit: I tried this: My Trigger:
  • Trigger Looping
  • Events
    • Time - Every 0.03 seconds of game time
  • Conditions
  • Actions
    • Set Reals[1] = 100.00
    • Set Reals[2] = (Reals[2] + 1.00)
    • Set Reals[3] = (Reals[1] - Reals[2])
    • Unit Group - Pick every unit in Tranperance and do (Actions)
      • Loop - Actions
        • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          • If - Conditions
            • Reals[3] Greater than 0.00
          • Then - Actions
            • Animation - Change (Picked unit)'s vertex coloring to (100.00%, 100.00%, 100.00%) with Reals[3]% transparency
          • Else - Actions
            • Trigger - Turn off (This trigger)
Does it work and does it leak? I think it's unit group part huh?:ogre_haosis:
Edit 2: Can i use custom script to remove a unit group which haven't been set as a variable b4? Cause i add a unit after it is created into this "Tranperance" group and seems to be leaky? how to solve this
 
1. ^Just for clarify: 0.00% transparency means unit is fully visible.
100% transparency - unit is completely invisible.

2. There is no option for that.
3. Same as above.
However you can try this:
  • Trigger:
    • Actions
      • Custom script: call UnitAddAbility(udg_yourunit,'Aloc')
      • Unit - Hide (yourunit)
      • Unit - Unhide (yourunit)
Custom script: set bj_wantDestroyGroup = true removes the next created ground, preventing leaks instantly. Great if you create groups temporary.
5. Removing ability from each unit in unit group:
For timing removing abilities use loops with duration stored in real variables.
  • Trigger:
    • Actions
      • Custom script: set bj_wantDestroyGroup = true
      • Unit Group - Pick every unit in (yourUnits) and do (Actions)
        • Loop - Actions
          • Custom script: call UnitRemoveAbility(GetEnumUnit(),'RAWDATA')
If you want to time abilities, after all you can use my system - in signature.
 
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