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how can i immitate the bladestorm effect with villager?

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Level 11
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Not entirely sure what you're asking, but if you're trying to get a non-blademaster unit to play the bladestorm animation, it's not going to work. It's a specific animation belonging to the various blademaster models.
 
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Though you could imitate it by downloading a model that resembles the Blademaster's Bladestorm effect. I believe there are a few variations of it in the resources section, including the ordinary Bladestorm effect and some themed variations of it.

Then all you've got to do is spin your unit around, but he won't look like he's holding a sword or anything.
 
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1. anyway how can i disable the movement animation for a time? i mean i want make attack and set the unit face animation but when i move animations interupted for a very short time

2. how can i remove the attachment instantly if unit is dead?

Though you could imitate it by downloading a model that resembles the Blademaster's Bladestorm effect. I believe there are a few variations of it in the resources section, including the ordinary Bladestorm effect and some themed variations of it.

Then all you've got to do is spin your unit around, but he won't look like he's holding a sword or anything.

i download not that the problem (only problem with model is, the animation die later with 5 sec after it was destroyed)

problem is makeing unit face angle look kinda stupid, i tryed add attack animation and speed up the animation to 500% but still kinda ugly...

1 way could look like a good animation but that impossible, i mean if i play unit attack animation and stop animation a point when he hit with sword then enemy but problem is idk how can i calculate allways that moment since unit animation faster with agility and item attack speed bonus, with berserk, bloodlust, unholy aura, endurance etc
 
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If you found a unit with the same animations as the blademaster, it should have his "spin" animation. You can check if it has the spin animation in the Warcraft 3 Viewer. Also, you can transfer the spin animation from the blademaster to your unit. Try searching with Google for a tutorial.
 
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that was the 1st what i made but i dont got nothing about spin transfer, just attachment models what dont do nothing with unit hands.

i used villager with 40animation so i doubt i can find another villager what is similiar good for attachment and not too huge size also support the spin animation
 
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By attaching the effect model to a dummy unit and then moving the dummy unit to match the coordinates of the real unit, you can effectively remove the effect model immediately by removing the dummy unit from the game (don't forget to clean up any leaks).
 
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So, your problem is with the "tornado" special effect and not the unit animation? I had a problem getting the special effect and the spin animation to happen at the same time in my map. It would take me too much time to explain. You have my permission to use anything from my map. Test the map and use Launcelot's ultimate. More bladestorm effects can be found here.
 
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By attaching the effect model to a dummy unit and then moving the dummy unit to match the coordinates of the real unit, you can effectively remove the effect model immediately by removing the dummy unit from the game (don't forget to clean up any leaks).

right but if i want use dummy unit like replacement of special effect then i allways must set his position too

i thinking on make +1 animation to unit just hard to start it, because never made but i dont see any methode

So, your problem is with the "tornado" special effect and not the unit animation? I had a problem getting the special effect and the spin animation to happen at the same time in my map. It would take me too much time to explain. You have my permission to use anything from my map. Test the map and use Launcelot's ultimate. More bladestorm effects can be found here.
ur lancelot got spinning animation, my villager no and without unit animation the effeects useless (i searched effects before i posted, this is why i say)

u got problem with ur holy lance, u can go with it underdeep water :)
 
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u got problem with ur holy lance, u can go with it underdeep water :)

I Know :) I'm gonna keep it that way :p

O yea, I thought that the problem was that you didn't have the spin animation. Hmm...

Try using another spell like channel, set its the duration to 7 seconds. I think "Hero Duration" determines how long the channeling of the spell lasts. Then, set its animation to whatever it is you wanted. If it works you can create a dummy unit to cast bladestorm. And, good luck on getting the dummy to follow your villager around (it shouldn't be too, too hard though.)

If that doesn't work, use the trigger editor to set his animation using the event "A unit starts the effects of an ability." Bladestorm might work as the "spell cast" in this case. Then, use play unit animation, and if moving still messes it up. Try looping the play/set unit animation every 0.3 seconds or less if necessary.
 
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So, your problem is with the "tornado" special effect and not the unit animation? I had a problem getting the special effect and the spin animation to happen at the same time in my map. It would take me too much time to explain. You have my permission to use anything from my map. Test the map and use Launcelot's ultimate. More bladestorm effects can be found here.

I've had the problem too, but to fix it I just sped up the unit's time-scale (the effect was a unit) and quickly after slowed it back down, which resulted in a decent effect.
 
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but not annoying if u can go over the hills/gates/trees/bridges or stuck in water with it?

Not to me. I hope its not annoying to others. You aren't stuck in the water. You can just Holy Lance back out. I imagine that he is a spirit in armor, so he can breather under water and stuff. I'd like to have every hero be able to explore the map in a similar way. King Arthur can break down gates and trees with his dash, but that one does not allow him to run up/down cliffs. Guinevere can fly around the map.

Anyway, I thought it was funny and cool :)

I've had the problem too, but to fix it I just sped up the unit's time-scale (the effect was a unit) and quickly after slowed it back down, which resulted in a decent effect.

Hmm, I don't think that is exactly like the problem I was having, but I am having a problem with a unit as an effect right now. King Arthur's Drachen Fire creates a fiery dragon, and the spell causes lag for some reason. Anyway, I don't want to hijack this thread, even though, no one is giving me any replies on my map development or help zone threads :(

@shadowwvzs

By the way, I removed Launcelot's sword so I could give him a cooler one using the attachment method. So, if you are just using the villager because you need a model without attachments, I thought knowing that about Launcelot might make you re-consider.
 
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By the way, I removed Launcelot's sword so I could give him a cooler one using the attachment method. So, if you are just using the villager because you need a model without attachments, I thought knowing that about Launcelot might make you re-consider.

not really, since lancelot have different hand position than villager, i also use attachments but villager keep hands near him, u can spin him if his hands are near his body until ur hero got 90grade between body&hand.

Not to me. I hope its not annoying to others. You aren't stuck in the water. You can just Holy Lance back out. I imagine that he is a spirit in armor, so he can breather under water and stuff. I'd like to have every hero be able to explore the map in a similar way. King Arthur can break down gates and trees with his dash, but that one does not allow him to run up/down cliffs. Guinevere can fly around the map.

Anyway, I thought it was funny and cool :)

oh its understandable now :D

Hmm, I don't think that is exactly like the problem I was having, but I am having a problem with a unit as an effect right now. King Arthur's Drachen Fire creates a fiery dragon, and the spell causes lag for some reason. Anyway, I don't want to hijack this thread, even though, no one is giving me any replies on my map development or help zone threads :(
ability is preloaded at map init?
or its laggy everytime not just 1st time?
maybe coz u create 16 unit to same position?
  • Unit - Create 1 Dummy_For_Map for (Owner of DB_Hero) at DB_Point1 facing Default building facing degrees
 
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yea its laggy everytime, I added this
  • Unit - Create 1 Dragon for (Owner of DB_Hero) at DB_Point1 facing (Facing of DB_Hero) degrees
  • Animation - Play (Last created unit)'s death animation
  • Unit - Add a 1.00 second Generic expiration timer to (Last created unit)
and I might have changed the point variables from arrays to just points. It actually didn't start lagging until some random day.

So, I'm guessing my map is bugged.

I tested it on another map and it works fine. Dragon Breath is on the top left Blood Mage.

I think I can figure this out though, I mean if it worked before it shouldn't be hard to get it working again. Thanks for your concern though.

I'm concerned that I am too dumb to really help you with your bladestorm thing.
 

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