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Serveral Questions...

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Level 3
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Jun 25, 2008
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At first 3 very easy Questions (I think):
How can I change the position of the main camera ?
For Example if I move my Hero into a Portal and he is teleported away I want my camera to follow. How does the cam follow ???


Then another simple question:
There is a Animation in Wc3 and I dont know the name of it...
Maybe you know the map "Night Of The Dead", if you get hit my a monster you maybe get a "Bleeding" and your unit gets slower and every secound you see blood spraying out of the unit.
I need the Animation of the blood that spreads out of the unit. Maybe someone know where to find ???


And the last simple question:
If i make my own Ability then i cant use it in TriggerEditor...
WHY ???
I cant say
Unit - (Triggering Unit) use "OwnSpell" on target
I always have to manipulate StandardSpells and midify their Datas, but i cant use my own spells in TriggerEdi... Can someone help me ?


Now I have 2 harder Tasks:
I need 2 Triggers (NOT IN JASS):
I want to make Spellbooks and I know how to make them and how to put Spells in it and so on, but it doesnt work with Passive Abilities....
Can someone tell me how to fix that ?


And the second Trigger:
I'm making an RPG and I need a "Respawner". I dont want to make a Trigger for each Unit ingame.^^
Maybe someone has a Trigger that respawns every unit after a period of time ?
I have one somewhere on my computer in a RPG-Helper-Map, but i dont find it.^^

If thats not possible without JASS, than you can tell me in Jass too...


Thx @ all ;)
mfg Chrissi
 
Level 9
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Messages
436
ANSWER TO 5: edit the ability "resurrection" of the tauren chieftain so that it takes 30 seconds to resurrect, and give it to all the units

ANSWER TO 4: I don't know, I can't even make spellbooks :p

ANSWER TO 3: I know, I had the same problem, but don't worry, if you order a unit to "impale", for example, it will use all the spells based on "impale" it has, even if they are custom abilities. If you can't find in the list the spell which you used to create your custom ability, choose anyone in the list, then convert the whole trigger to "custom text" (click on "edit">"convert to custom text"), and then replace

the name of the previous ability you chose
with
the name of the spell which you used to make your ability (in english, without spaces)

It's the only thing I can do with JASS (because that's jass) !


ANSWER TO 2: it's not an animation, to make a unit "bleed" you have to attach to it a model which looks like a blood explosion. You can do it using "special effects" in triggers (create special effect on unit), or creating dummy abilities

ANSWER TO 1: use the triggers! "apply camera object (timed)" is what you are looking for! (But first you have to create a camera with the camera editor, pressing M in the editor's main window and creating a camera)
 
Level 3
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Messages
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1. you can create a camera system that is always locked on to a players unit.
ex:
  • Camera Lock
    • Events
      • Time - Every 0.50 seconds of game time
    • Conditions
    • Actions
      • Selection - Select (Random unit from (Units owned by Player 1 (Red) of type "Hero Type")) for Player 1 (Red)
      • Camera - Lock camera target for Player 1 (Red) to (Random unit from (Units owned by Player 1 (Red) of type "Hero Type")), offset by (0.00, 0.00) using Default rotation
(This is for only one player though, you'd have to make one for every player)

With this you can change the distance of the camera and stuff.

3. you refer to your created spell as a condition
Ex:
  • spell example
    • Events
      • Unit - A unit Starts the effect of an ability
    • Conditions
      • (Ability being cast) Equal to (Your Spell)
    • Actions
      • Do Whatever ...
5. Using Resurrection would work but it would only revive your hero where it died. You may want to try a trigger like this:
  • Respawn Ex
    • Events
      • Unit - A unit Dies
    • Conditions
      • Or - Any (Conditions) are true
        • Conditions
          • (Unit-type of (Dying unit)) Equal to Hero Type 1
          • (Unit-type of (Dying unit)) Equal to Hero Type 2
          • (Unit-type of (Dying unit)) Equal to Hero Type 3
          • (Unit-type of (Dying unit)) Equal to Hero Type 4
          • (Unit-type of (Dying unit)) Equal to Hero Type 5....
    • Actions
      • Hero - Instantly revive (Dying unit) at ("Your Revival Location"), Show revival graphics
      • Selection - Select (Dying unit) for (Owner of (Dying unit))
      • Camera - Pan camera for (Owner of (Dying unit)) to ("Your Revival Location") over 2.00 seconds
Pan camera will just move the camera to the position of your unit.

I hope this helped at all :S
 
Level 3
Joined
Jun 25, 2008
Messages
65
Wrong, wrong, wrong...^^
To 5:
I cant use the revive function, because you wont get EXP when you kill a unit with Revive... That would be useless...^^


I already have a RespawnSystem for Heroes and it works pretty well as long as you only have 1 Hero and not more...

I need a System that spawns new Creeps after a period of time...
Problem is to store them somewhere, because i dont have local var's.



So I still need an answer to Question 5 and 4 and 2 ;)
I mean I know that the Blood is made by SpecialEffects, but WHICH ONE IS IT ?

=============================================================
=============================================================
crazy... Your revive-System for Heroes would not work, lol^^
I mean as you did it, it would, but reviving hero directly after his death would be useless ;)
The Respawn-Trigger I made is about 2 Pages (In my RPG its 10 and with each Area I make it gets one page longer, because I have to tell the Computer where the Hero shall be revived)
Thankx for the CameraLock ;)
Before I read this I really didnt know how to move the camera...
 
Level 9
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Apr 6, 2008
Messages
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ANSWER TO 5:
You are right I didn't think about experience.
try doing like this
  • Events
    • A unit is dead
  • Conditions
    • ((Dying Unit) is a hero) Equal to FALSE
  • Actions
    • Wait 30.00 game-time seconds
    • Unit - create 1 (Unit Type of (Dying Unit)) at (Position of (Dying Unit)) facing (Facing of (Dying Unit)) degrees
ANSWER TO 2:
You can choose the model you want for special effects, as you do with units! Searching for a blood explosion is quite easy. Anyway, here is an action which should work
  • Special Effect - Create a special effect attached to the chest of (the unit you want) using Objects\Spawnmodels\Human\HumanBlood\BloodElfSpellThiefBlood.mdl
 
Level 3
Joined
Jun 25, 2008
Messages
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Rofl... Im Very good in TriggerEditor, but sometimes i have simple questions, because i used never before.

Trust me, I'Ve tried that already and it doesnt work, because think about this:
There are 30 Units

Trigger revives the unit after 60 Secs.
I kill all 30 Units in 30 Secs.

So after another 30 Secs your trigger says:
Create 1 (Unit Type of (Dying Unit)) at (Position of (Dying Unit)) facing (Facing of (Dying Unit)) degrees

Problem --> There is no Triggering Unit, so there is no Position where you can spawn and the Comp does not remember the TriggUnit-Type...
He does, but only for 1 single unit, not for 30 units... Comp does not store more than 1 Unit or something like that
 
Level 9
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Messages
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I think that the computer remembers the position of a unit even when it's dead and decomposed.
I also think it can store maaaaany unit-types.
But if you tried and it doesn't work, hey, it's wrong!
What about the bleeding trigger?

(Here's a map with my respawning trigger, showing that it works)
 

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Level 3
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Wont work though I think...

The CreepRespawn works now with Huurkas Link ;)
Very easy and very nice ...

@ HorizonTal:
It wont work. Maybe it remembers the UnitType, but it dont remembers the Position, because after 30 Secounds you cannot refer to the TiggeringUnit Position...

If you do it with many units it wont work for sure.

I still need an answer to
Passive Spells in Spellbooks and
The Bleeding Spelcial Effect ;)
 
Level 9
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Messages
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ANSWER TO 2:
You can choose the model you want for special effects, as you do with units! Searching for a blood explosion is quite easy. Anyway, here is an action which should work
  • Special Effect - Create a special effect attached to the chest of (the unit you want) using Objects\Spawnmodels\Human\HumanBlood\BloodElfSpellThiefBlood.mdl

Doesn't this work for the bleeding unit?

(Then download the map I attached to my previous post, it uses my system and it works. I know that the tutorial you read gave you a better way to do it, use that, but still, mine works!)
 
Level 15
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  • Respawn1
    • Events
      • Unit - A unit owned by Neutral Hostile Dies
    • Conditions
    • Actions
      • Set GraveyardUnits[((Execution count of (This trigger)) mod 256)] = (Unit-type of (Dying unit))
      • Set GraveyardPoints[((Execution count of (This trigger)) mod 256)] = (Position of (Dying unit))
      • Wait 30.00 game-time seconds
      • Set GraveyardCounter = ((GraveyardCounter + 1) mod 256)
      • Unit - Create 1 GraveyardUnits[GraveyardCounter] for Neutral Hostile at GraveyardPoints[GraveyardCounter] facing Default building facing degrees
GraveyardUnits is a Unit-Type Array with a 256 size
GraveyeardPoints is a Point Array with a 256 size
GraveyardCounter is an Integer
 
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