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Projectile size

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Level 17
Joined
Nov 18, 2008
Messages
1,538
just make it so when you cast the spell a dummy unit is created on the casting unit and make it attack the target unit, I would show you here but I am on my PSP
 
Level 3
Joined
Aug 20, 2008
Messages
54
Make a dummy unit into the projectile and use a trigger to make it 'slide' so that it can move faster than 522, which is max movement speed of units, make it slide toward the facing angle of attacking unit.

Use a variable to save the angle.
 
Level 12
Joined
Aug 22, 2008
Messages
911
if you cant mage to use a dummy unit

increase the size of your unit and make it go back to normal very fast and i mean VERY fast

that should work

In my opinion, it shouldn't work.

Another solution would to make the dummy unit look like the missile, meaning using the missile's model as the model interface. Create it dead and then resurrect it, that should do the birth anim, then kill it when it collides with the unit.
REMINDER: dummy units need the ability LOCUST
 
Level 11
Joined
Dec 31, 2007
Messages
780
In my opinion, it shouldn't work.

if you dont know why you question?

quote from my map

  • Thor Casts Titanic Hercules
    • Events
      • Unit - A unit Starts the effect of an ability
    • Conditions
      • (Ability being cast) Equal to BLABLALBA
    • Actions
      • Set SaveMe = (Casting unit)
      • Animation - Change SaveMe's size to (400.00%, 400.00%, 400.00%) of its original size
      • Animation - Change SaveMe's vertex coloring to (85.00%, 70.00%, 100.00%) with 99.00% transparency
      • Wait 0.20 game-time seconds
      • Animation - Change SaveMe's size to (150.00%, 150.00%, 150.00%) of its original size
      • Animation - Change SaveMe's vertex coloring to (85.00%, 70.00%, 100.00%) with 0.00% transparency
and that looks like this

Dibujo-1.jpg


one square is the missile and the square that has nothing is the unit... you have to know that doing it this way your unit is gonna disappear for a short amount of time (.2 seconds) but the missile is gonna be big... else... you can try a more complex trigger that is gonna make it look a lot better... this is just a simple solution
 
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