Reaper's Claws

This bundle is marked as approved. It works and satisfies the submission rules.

Reaper's Claws

Previews: Tilted 0, 45, and 135 degrees at various heights

Roll goes counter-clockwise, so the demo uses negative angles.
TimeScale determines the effect's speed, where 1 = 100%.

JASS:
    local unit u = GetTriggerUnit()
    local effect fx
    local real x = GetUnitX(u)
    local real y = GetUnitY(u)
    local real face = Deg2Rad(GetUnitFacing(u))
    local real tilt

    set tilt = 0
    set fx = AddSpecialEffect("war3mapImported\\Reapers Claws Red.mdx", x, y)
    call BlzSetSpecialEffectOrientation( fx, face, 0, Deg2Rad(tilt))
    call BlzSetSpecialEffectHeight(fx, 90 + BlzGetUnitZ(u))
    call DestroyEffect(fx)

    set tilt = -45
    set fx = AddSpecialEffect("war3mapImported\\Reapers Claws Red.mdx", x, y)
    call BlzSetSpecialEffectOrientation( fx, face, 0, Deg2Rad(tilt))
    call BlzSetSpecialEffectHeight(fx, 110 + BlzGetUnitZ(u))
    call BlzSetSpecialEffectTimeScale(fx, 0.8)
    call DestroyEffect(fx)

    set tilt = -135
    set fx = AddSpecialEffect("war3mapImported\\Reapers Claws Red.mdx", x, y)
    call BlzSetSpecialEffectOrientation( fx, face, 0, Deg2Rad(tilt))
    call BlzSetSpecialEffectHeight(fx, 110 + BlzGetUnitZ(u))
    call BlzSetSpecialEffectTimeScale(fx, 0.7)
    call DestroyEffect(fx)

    set u = null
    set fx = null


  • Changelog
17.11.20
-
Uploaded​


  • Notes
Feel free to modify. Give credits.


  • Frequent Issues

Magos' Model Editor
If a.) the model/s present an error regarding a ribbon emitter upon opening, or b.) the models go blank in-game after editing them in Magos', use MdlxConv to convert the uncorrupted file to mdl, edit the model as you wish, and then convert back to mdx before importing.

In-Game
If models with omnilights light up the whole map after conversion, make sure you're using version 1.04 of MdlxConv.
Previews
Contents

Reaper's Claws Blue (Model)

Reaper's Claws Gold (Model)

Reaper's Claws Green (Model)

Reaper's Claws Orange (Model)

Reaper's Claws Pink (Model)

Reaper's Claws Purple (Model)

Reaper's Claws Red (Model)

Reviews
loktar
Beautiful effect. Works well, approved.
Can you share the triggers for the effect your example gifs?
Those are tilted units.
But the config for FX would go:

  • Special Effect - Set Orientation of FX to yaw: (Radians((Facing of U))), pitch: 0.00, roll: (Radians(TiltAngle))
  • Special Effect - Set Height of FX to: (90 + Position - Z of U)
JASS:
call BlzSetSpecialEffectOrientation(fx, Deg2Rad(GetUnitFacing(u)), 0, Deg2Rad(tilt))
call BlzSetSpecialEffectHeight(fx, 90 + BlzGetUnitZ(u))
 
@Mythic
Whats "TiltAngle"? you gob
It's the amount of degrees the effect will turn clockwise when viewing from the front.

Where is the target point of the effect model attached? Is it a hand or a weapon?
Oh, missed this. Create the effect at the unit's location, and then use the trigger actions I posted above.
 
Level 4
Joined
Jul 23, 2014
Messages
90
looks very good, though imho a team color effect would be perfect (but I don't know how to model, maybe it's impossibile or whatever)
 
@Devalut I have yet to release a generic on-hit effect. What you're using works nicely.

@FranzLiszt I tried team color, but it did not look anywhere near as good.

@Teo_omant Feel free to provide more info about your situation. If you are using a game version below 1.31, you'll have to switch the values for Yaw and Roll. The result would be:

JASS:
call BlzSetSpecialEffectOrientation( udg_FX, Deg2Rad(-45.00), 0.0, Deg2Rad(GetUnitFacing(gg_unit_Hpal_0000)))

Also, make sure you are creating the effect where you need it.
 
Last edited:
Level 2
Joined
Nov 4, 2019
Messages
34
@Teo_omant Feel free to provide more info about your situation. If you are using a game version below 1.31, you'll have to switch the values for Yaw and Roll. The result would be:

JASS:
call BlzSetSpecialEffectOrientation( udg_FX, Deg2Rad(45.00), 0.0, Deg2Rad(GetUnitFacing(gg_unit_Hpal_0000)))

Also, make sure you are creating the effect where you need it.[/QUOTE]

I use the latest version, the official one. Switching data also gave no result.The effect appears in the standard position. I tried playing with the values - nothing works.
 
Level 2
Joined
Nov 4, 2019
Messages
34
Code:
    call AddSpecialEffectTargetUnitBJ( "origin", GetTriggerUnit(), "war3mapImported\\Reapers Claws Red.mdx" )
    call BlzSetSpecialEffectOrientation( GetLastCreatedEffectBJ(), Deg2Rad(45.00), 0.0, Deg2Rad(GetUnitFacing(GetTriggerUnit())) )
    call DestroyEffectBJ( GetLastCreatedEffectBJ() )

But because of this feature, the game just closes without an error:

Code:
call BlzSetSpecialEffectHeight(fx, 90 + BlzGetUnitZ(u))
 
Level 11
Joined
Jan 1, 2018
Messages
522
Code:
    call AddSpecialEffectTargetUnitBJ( "origin", GetTriggerUnit(), "war3mapImported\\Reapers Claws Red.mdx" )
    call BlzSetSpecialEffectOrientation( GetLastCreatedEffectBJ(), Deg2Rad(45.00), 0.0, Deg2Rad(GetUnitFacing(GetTriggerUnit())) )
    call DestroyEffectBJ( GetLastCreatedEffectBJ() )
You can't set the effect's orientation when it's attached to a unit.
 
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