• 🏆 Texturing Contest #33 is OPEN! Contestants must re-texture a SD unit model found in-game (Warcraft 3 Classic), recreating the unit into a peaceful NPC version. 🔗Click here to enter!
  • 🏆 Hive's 6th HD Modeling Contest: Mechanical is now open! Design and model a mechanical creature, mechanized animal, a futuristic robotic being, or anything else your imagination can tinker with! 📅 Submissions close on June 30, 2024. Don't miss this opportunity to let your creativity shine! Enter now and show us your mechanical masterpiece! 🔗 Click here to enter!

Problem with Thunder Clap Effects

Status
Not open for further replies.
Level 17
Joined
Apr 24, 2005
Messages
762
I made a custom spell from thunder clap and removed the animation lines so the unit would stand still when casting it, and changed the art - caster to the wisps detonation. Now My problem is that the dmg and ground shake effect comes 1 sec before the detonation effect. How to make them come at the same time?
 
Level 4
Joined
Oct 20, 2007
Messages
81
Make it triggered.
So do something like this: Event: Unit starts effect of an ability
Condition: Ability equal to thunder clap
Action: Wait 1sec
Action: Special Effect, make wisp detonate at the point of caster
Action: Remove last created special effect.
 
Level 19
Joined
Aug 24, 2007
Messages
2,888
>.< thing you said is opposite

Hmm export wisp detonate model
open with war3 model editor
Windows-> sequence manager
there must be one sequence on that
There is a
Start (or from I dont remember the one determines starting frame): <somenumber>
To: <somenumber>

make start thing closer to end (increase it for short) than test from animation manager

save and import

Other way ???


You can make deformation and damage appear later too with triggers
 
Status
Not open for further replies.
Top