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Need help with a fade filter spell...

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Level 2
Joined
Jul 30, 2005
Messages
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Hello. New to the forums, here. ^^

I've been working on a map and am currently making a hero with an ability that I'm going to try to summarize as well as the person it is made for summarized the idea to me.

He wanted an aura that, say, for about 1000 radius, enemy heroes will be caught by his shine. And the shine will display a fade filter of White Mask with transparency lowering for each level of it.

Now, I already have an entering trigger so that whenever he enters the map, he is stored as a unit variable, (Tuna) because there'll only be one in the map.

Tell me if I'm on the wrong track or what, please.

SHINE
Events
Time - Every 1.00 seconds of game time
Conditions
(Level of SHINE! for Tuna) Greater than or equal to 1
Actions
For each (Integer A) from 1 to 12, do (Actions)
Loop - Actions
Unit Group - Pick every unit in (Units within 1000.00 of (Position of Tuna) matching ((((Matching unit) belongs to an enemy of (Owner of Tuna)) Equal to True) and (((Matching unit) is A Hero) Equal to True))) and do (Actions)
Loop - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Owner of (Picked unit)) Equal to (Player((Integer A)))
Then - Actions
Set ShinePlayer[(Integer A)] = (Player((Integer A)))
Custom script: if GetLocalPlayer() == udg_ShinePlayer[GetForLoopIndexA()] then
Cinematic - Apply a filter over 0.01 seconds using Normal blending on texture White Mask, starting with color (0.00%, 0.00%, 0.00%) and 100.00% transparency and ending with color (100.00%, 100.00%, 100.00%) and (100.00 - (10.00 x (Real((Level of SHINE! for Tuna)))))% transparency
Custom script: endif
Cinematic - Hide filter
Else - Actions
Cinematic - Hide filter
 
Level 6
Joined
Dec 13, 2004
Messages
320
I've never used this function before but I'm guessing the problem might be "Apply a filter over 0.01 seconds" maybe if you changed this to something larger like 3.00 secs. But like I said before I'm not sure what this function does.
 
Level 2
Joined
Jul 30, 2005
Messages
11
No, that part's all right. I browsed these forums for ideas on how to make a targetting spell that creates a filter. For example... this would be the spell if you were to target a unit with my ability (Aesthetic Imagry), which creates a Panda-N-Cub filter on the screen temporarily with varying transparency.

Imagery
Events
Unit - A unit Starts the effect of an ability
Conditions
(Unit-type of (Casting unit)) Equal to Neuromancer
(Ability being cast) Equal to Aesthetic Imagery
Actions
Set ImagryPlayer = (Owner of (Target unit of ability being cast))
Set ImagryCast = (Casting unit)
Set ImagryTarget = (Target unit of ability being cast)
Custom script: if GetLocalPlayer() == udg_ImagryPlayer then
Cinematic - Apply a filter over 0.01 seconds using Normal blending on texture Panda-n-Cub, starting with color (0.00%, 0.00%, 0.00%) and 100.00% transparency and ending with color (100.00%, 100.00%, 100.00%) and (100.00 - (22.50 x (Real((Level of Aesthetic Imagery for ImagryCast)))))% transparency
Custom script: endif
Wait (4.00 + (Real((Level of Aesthetic Imagery for ImagryCast)))) seconds
Cinematic - Hide filter


That works. Now, I used that working spell trigger to try and make this one, but it seems to not be working.
 
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