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Making Units Fly

Tools Needed-
World Editor
Intermediate knowledge of World Editor

This tutorial will tell you exactly how to make units in war3 fly realistically. it works best in cinematics because you can get it in many camera angles that improve the effect, and this involves unit replacing, but nonetheless it looks cool.

In Object Editor, make two units. one being the unit you want to fly. I'd personally suggest the Pit Lord or Evil Illidan, since they have wings.
I'll be doing it with Illidan.

Unit 1 should just be named 'Illidan', But Unit 2 should be named 'IllidanFLY'. Illidan should have normal stats, but IllidanFLY needs to have his unit type be flying. that should be the only change.

Now comes the triggering.

I want the flying to activate at the time a boolean variable is set to True. and for the flying, it gets complicated. the goal of what im doing is to get the unit to fly without any animation whatsoever.

it involves two pretty simple triggers. one to activate, and one to tell it what do do.

TRIGGER 1- What to do
Events
Time - Every 0.03 seconds of game time
Conditions
IllidanFly Equal to True
Actions
Unit - Move Illidan instantly to ((Position of Illidan) offset by 3.00 towards (Facing of Illidan) degrees)[/code]


the actions uses a move instantly trigger along with a polar offset for you dims.

TRIGGER 2- How to activate

Code:
Activation
    Events
    Conditions
    Actions
        Unit - Replace Illidan with a IllidanFLY using The new unit's max life and mana
        Unit - Order IllidanFLY to Move To (Center of Region 022 <gen>)
        Wait 0.50 seconds (to give the animation some time to start)
        Animation - Change IllidanFLY's animation speed to 0.00% of its original speed
        Unit - Order IllidanFLY to Stop
        Set IllidanFly = True

you can have any event you want, like a spell, and you can always change IllidanFLY's target to a different region or even unit. as long as he is facing his target, trigger 1 will work.

[/code]
 
Level 1
Joined
May 6, 2006
Messages
2
How

Pretty sure this is what you're talking about.

To make the condition "Illidianfly equal to true" make a condition, it should be a boolean comparison. Select the first feild, the default text is ((triggering unit) is A structure). When you've clicked on that it's window pops up and at the top is the Variable option, at the top right it says edit variables, click edit variables and make a variable called IllidianFly. When you click ok on all the windows etc... it will say IllidianFly equal to True
 
Level 2
Joined
Dec 22, 2005
Messages
28
ok 1 that doesnt work correctly and 2 you dont need a dummy unit for illidan

Event-Unit Begins Casting An Ability
Conditions-Ability being cast equal to (Fly)
Actions-Unit-Turn collision (off) for (triggering unit)
-Unit-Add (Crow Form) to (triggering Unit)
-Unit-Remove (Crow Form) to (triggering unit)
-Unit-Set (Triggering unit's Fly height to 500)
-Animation Change Illidan's animation speed to 0.00% of its original speed


Then in reverse:

Event-Unit Begins Casting An Ability
Conditions-Ability being cast equal to (Walk)
Actions-Unit-Turn collision (on) for (triggering unit)
-Unit-Add (Crow Form) to (triggering Unit)
-Unit-Remove (Crow Form) to (triggering unit)
-Unit-Set (Triggering unit's Fly height to 1)
-Animation Change Illidan's animation speed to 100.00% of its original speed
 
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