Need help making this work.

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May 20, 2009
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Well, I have most of the trigger done but there are two problems.

1. I'm guessing this is because of the graphic I use, but when it is killed it scars the map with a graphic. It can be walked through, and it does nothing but scar the map.

2. When I use the Queue Animation action, it waits 'till about 2 seconds after the unit is created to actually play the animation.

  • PlayerCastsForceShield
    • Events
      • Unit - A unit owned by Player 1 (Red) Begins casting an ability
    • Conditions
      • (Ability being cast) Equal to Force Shield
    • Actions
      • -------- Make Force Field --------
      • Unit - Create 1 Force Shield for Player 1 (Red) at (Target point of ability being cast) facing Default building facing degrees
      • Unit - Make (Last created unit) Invulnerable
      • Unit - Add a 15.00 second Generic expiration timer to (Last created unit)
      • -------- Pretty Up --------
      • Sound - Play Sentry_ForceFieldLaunch <gen>
      • Animation - Queue (Last created unit)'s birth animation
      • Animation - Queue (Last created unit)'s stand animation
      • -------- Check --------
The graphic I'm using is Epsilon's SC2 Force Field. A third problem that I'm not really worried about but would like to fix is it skips over the sound being played occasionally. I am, however, sure that this is just limitations with the Editor.

Is there possibly something like Hyper Triggers like in SC1 that can fix some of these problems?

Edit: The force fields do go away, but they last a very long time.
 
Last edited:
1) yeah, its probably because of the effect model itself

2)I guess you should make the first animation as Set Unit animation rather than queue...

...Heh. Never thought of that, sorry I don't know triggers that much. xD
That pretty much fixed it.

Try making a second trigger that removes the force field from the game when it dies.

I could make the remove in the first trigger. But the problem with that is that I'd have to make a hashtable or something that stores ever single force field made, and their timer, and do something that'll remove each individual one when that timer is up...

If I don't do that, and instead use last created unit, it'll skip like every 5 force fields.

It is either that, or something that I am very CLEARLY missing. I wouldn't be surprised, I do that a lot and when it comes to WC3 triggers I'm clueless...
 
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