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[Trigger] Motion Trail

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Level 2
Joined
Jan 13, 2009
Messages
12
Hey.
I'm attempting to create a motion-blur effect, like the one found in Pudge Wars. I'm currently epic-failing, and creating a very blocky-and-dodgy version of the effect.

  • Enable Blur
    • Events
      • Unit - A unit Is issued an order targeting a point
    • Conditions
      • (Unit-type of (Triggering unit)) Equal to (==) Sheep
    • Actions
      • Set Moving = True
  • Motion Blur
    • Events
      • Time - Every 0.20 seconds of game time
    • Conditions
      • Moving Equal to (==) True
    • Actions
      • Do Multiple ActionsFor each (Integer A) from 1 to 5, do (Actions)
        • Loop - Actions
          • Unit - Remove UnitBlur[(Integer A)] from the game
          • Unit - Create 1 Sheep (Dummy) for Player 1 (Red) at (TempPoint[(Integer A)] offset by ((Real((Integer A))) x -40.00) towards (Facing of Sheep 0001 <gen>) degrees) facing (Facing of Sheep 0001 <gen>) degrees
          • Animation - Change (Last created unit)'s vertex coloring to (100.00%, 100.00%, 100.00%) with ((Real((Integer A))) x 15.00)% transparency
          • Animation - Play (Last created unit)'s walk animation, using only Common animations
          • Set UnitBlur[(Integer A)] = (Last created unit)
          • Unit - Order UnitBlur[(Integer A)] to Follow UnitBlur[((Integer A) - 1)]
  • Set Integers
    • Events
      • Time - Every 0.02 seconds of game time
    • Conditions
    • Actions
      • Multiple FunctionsIf (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • Integer Greater than (>) 5
        • Then - Actions
          • Set Integer = 1
        • Else - Actions
          • Set Integer = (Integer + 1)
      • Set TempPoint[Integer] = (Position of Sheep 0001 <gen>)
  • Disable Blur
    • Events
      • Time - Every 0.25 seconds of game time
    • Conditions
    • Actions
      • Unit Group - Pick every unit in (Units in (Playable map area)) and do (Actions)
        • Loop - Actions
          • Multiple FunctionsIf (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • (Unit-type of (Picked unit)) Equal to (==) Sheep
              • (Current order of (Picked unit)) Equal to (==) (Order(idle))
            • Then - Actions
              • Do Multiple ActionsFor each (Integer A) from 1 to 5, do (Actions)
                • Loop - Actions
                  • Unit - Remove UnitBlur[(Integer A)] from the game
                  • Set Moving = False
            • Else - Actions
Now, I'm aware there's thousands of leaks being made there every minute, however, I'm just wanting to know of a better way to create this style of effect.
Help please?
 
Level 2
Joined
Jan 13, 2009
Messages
12
Yes, that sounds good, but I'm still pondering over how to create the blurs in the first place. o_o They don't look realistic with them just spawning in lines. D:
 
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