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as a texture for your material.
Keep in mind that applies for geosets and not for ParticleEmitters.
The color of a particle effect in Warcraft III cannot be directly changed to player color using the ParticleEmitter2 system or its configuration. ParticleEmitter2 is limited in its ability to dynamically adapt to player colors because it relies on static values for its parameters.
as a texture for your material.
Keep in mind that applies for geosets and not for ParticleEmitters.
The color of a particle effect in Warcraft III cannot be directly changed to player color using the ParticleEmitter2 system or its configuration. ParticleEmitter2 is limited in its ability to dynamically adapt to player colors because it relies on static values for its parameters.
You can create a Special Effect anywhere on the map using triggers:
Set Variable Point = ...
Special Effect - Create a special effect at Point using Glow.mdl
So nothing is stopping you from creating a Special Effect at the position of an Item.
You can then use an Item Indexer to link the Item and the Special Effect together:
Set Variable Item = (Some item)
Set Variable Point = (Position of Item)
Special Effect - Create a special effect at Point using Glow.mdl
Set Variable Item_Glow[(Custom value of Item)] = (Last created special effect)
Which makes destroying the Special Effect later on as simple as this:
Events
Unit - A unit Acquires an item
Conditions
Actions
Set Variable Item = (Item being manipulated)
Special Effect - Destroy Item_Glow[(Custom value of Item)]
Then when a unit Loses an item you can repeat this process and create the Special Effect again. Just remember to check if the lost item actually exists, since it may have been sold to a shop and removed from the game permanently.
You can create a Special Effect anywhere on the map using triggers:
Set Variable Point = ...
Special Effect - Create a special effect at Point using Glow.mdl
So nothing is stopping you from creating a Special Effect at the position of an Item.
You can then use an Item Indexer to link the Item and the Special Effect together:
Set Variable Item = (Some item)
Set Variable Point = (Position of Item)
Special Effect - Create a special effect at Point using Glow.mdl
Set Variable Item_Glow[(Custom value of Item)] = (Last created special effect)
Which makes destroying the Special Effect later on as simple as this:
Events
Unit - A unit Acquires an item
Conditions
Actions
Set Variable Item = (Item being manipulated)
Special Effect - Destroy Item_Glow[(Custom value of Item)]
Then when a unit Loses an item you can repeat this process and create the Special Effect again. Just remember to check if the lost item actually exists, since it may have been sold to a shop and removed from the game permanently.
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