- Joined
- May 11, 2008
- Messages
- 1,198
so here i want you guys to look at these triggers, they work fine but i feel like the effect of the spell could be a bit more visible.
how would you recommend going about it? i'm not sure if starfall is appropriate or not for the spell or even if it's working the way i have it set up...yeah anyway i was trying to make it look like death coil was hitting the enemy but that didn't work so now i'm falling back on starfall and i'm not sure if it will work but even if it does i might not like it. that's talking about the art, not which spell i'm basing the ability off of, the one i used from the beginning is starfall. anyway i'm trying to figure out a way to make the spell more visible...here's what the spell does, it's channeling and the hero casting it makes all the units of a certain type in this case sappers have their movement changed to a random number between 50 and 150. so i was thinking of making the unit's movement speed being displayed like a critical strike number, or like windwalk, but with different coloring. but that might not be the best idea. there might be another idea which would work best.
i remember trying to make the runner stun traps look visible and at first what i did was make the camera go to that spot where the traps were set off. problem with that was when trying to chase a sapper and some scout unit comes and trips the trap. really annoying. so what i did instead was make it so that the minimap gets pinged at the location in a sortof crimson pink color. i like this new look. so i use this example to illustrate that if you have a better idea for the visualization of the spell, let me know please.
so if you know how to do a number equaling the unit's movement speed popping up at the location of the affected unit just like the critical strike or windwalk...or make it really smooth like that and make it last for the duration of the spell...either way you can think of is fine...or you got another idea...that would be good. here are the triggers but i won't post the one that sets the event, that's really big trigger, but i'll tell you that it's when a unit starts and stops casting an ability. which is used for chanelling spells.
i got that concept from the enfos map. anyway, here are the triggers.
so anyway my map has a lot of trigger refinement that needs to be done, and if while looking at this problem you want to help me with some of that because you think the map is cool, let me know, i'd be happy to accept some pointers in making triggers better made with the help of jass.
i just recently realized that alot of my triggers can benefit from me streamlining the conditions by making them branch out more with the if then else stuff so previously i didn't get why people use the else part of the gui but i've been using it a lot now after someone explained it to me, so the newer version which hasn't been released yet will take advantage of this tip i got.
how would you recommend going about it? i'm not sure if starfall is appropriate or not for the spell or even if it's working the way i have it set up...yeah anyway i was trying to make it look like death coil was hitting the enemy but that didn't work so now i'm falling back on starfall and i'm not sure if it will work but even if it does i might not like it. that's talking about the art, not which spell i'm basing the ability off of, the one i used from the beginning is starfall. anyway i'm trying to figure out a way to make the spell more visible...here's what the spell does, it's channeling and the hero casting it makes all the units of a certain type in this case sappers have their movement changed to a random number between 50 and 150. so i was thinking of making the unit's movement speed being displayed like a critical strike number, or like windwalk, but with different coloring. but that might not be the best idea. there might be another idea which would work best.
i remember trying to make the runner stun traps look visible and at first what i did was make the camera go to that spot where the traps were set off. problem with that was when trying to chase a sapper and some scout unit comes and trips the trap. really annoying. so what i did instead was make it so that the minimap gets pinged at the location in a sortof crimson pink color. i like this new look. so i use this example to illustrate that if you have a better idea for the visualization of the spell, let me know please.
so if you know how to do a number equaling the unit's movement speed popping up at the location of the affected unit just like the critical strike or windwalk...or make it really smooth like that and make it last for the duration of the spell...either way you can think of is fine...or you got another idea...that would be good. here are the triggers but i won't post the one that sets the event, that's really big trigger, but i'll tell you that it's when a unit starts and stops casting an ability. which is used for chanelling spells.
i got that concept from the enfos map. anyway, here are the triggers.
-
starfall
- Events
-
Conditions
- (Ability being cast) Equal to (==) |cffda70d6Starfall|r (slow all)
-
Actions
-
Unit Group - Pick every unit in (Units in (Playable map area) matching (((Matching unit) is A sapper) Equal to (==) True)) and do (Actions)
-
Loop - Actions
- Unit - Set (Picked unit) movement speed to ((Default movement speed of (Picked unit)) - (Random real number between 50.00 and 150.00))
-
Loop - Actions
-
Unit Group - Pick every unit in (Units in (Playable map area) matching (((Matching unit) is A sapper) Equal to (==) True)) and do (Actions)
-
starfall off
- Events
-
Conditions
- (Ability being cast) Equal to (==) |cffda70d6Starfall|r (slow all)
-
Actions
-
Unit Group - Pick every unit in (Units in (Playable map area) matching (((Matching unit) is A sapper) Equal to (==) True)) and do (Actions)
-
Loop - Actions
- Unit - Set (Picked unit) movement speed to (Default movement speed of (Picked unit))
-
Loop - Actions
-
Unit Group - Pick every unit in (Units in (Playable map area) matching (((Matching unit) is A sapper) Equal to (==) True)) and do (Actions)
so anyway my map has a lot of trigger refinement that needs to be done, and if while looking at this problem you want to help me with some of that because you think the map is cool, let me know, i'd be happy to accept some pointers in making triggers better made with the help of jass.
i just recently realized that alot of my triggers can benefit from me streamlining the conditions by making them branch out more with the if then else stuff so previously i didn't get why people use the else part of the gui but i've been using it a lot now after someone explained it to me, so the newer version which hasn't been released yet will take advantage of this tip i got.