- Joined
- Apr 22, 2010
- Messages
- 422
hey, so im tryin to do a spell thats kinda like a modifyed shockwave but i want some debres to fly out in front of the shockwave projectile, how do i do that?
but i want some debres to fly out in front of the shockwave projectile
i meant like debries for example rocks to fly out in front of itDude your signature flash animation is *sick*.
What do you mean, "debree"?
It's quite easy to determine where the "shockwave projectile" will be, just run a periodic timer once the spell is put into effect that constantly updates global coordinate variables based on the direction that the shockwave was cast, and some object editor values such as the speed of the projectile.
I can do it for you, if you want (though you'll have to clear up my first question first), but you should really post requests in the Requests section.
i could find an modle but im just seeing if theres a way to kinda attach the rocj model in front of the projectile......
There is no way to add attachments to special effects, or missile art.
But maybe if you make the model the 'projectile image' and an attachment to that?
But maybe if you make the model the 'projectile image' and an attachment to that?
Wow, yes, change the missile art. You're brilliant. I love how 3 people have come here saying the same fucking thing, "well maybe you could change the missile art". This is the triggers and scripts section, not the newbie-central forums where people don't know how to change basic Object Editor fields.
This doesn't even make sense. There is no such thing as a "projectile image". There is the "missile art", but again changing the missile art doesn't give you any control over it. Also if you simply changed the missile art to the Ancient Protector's missile it would show up as a rock moving through the air.
Sorry but you can't just click an "Add Option" button, there are a limited amount of ways this can be done and it would probably be more beneficial if you guys didn't come posting here with the same advice over and over again, especially when you haven't even tried it yourself.
If you make a dummy unit that has the model of shockwave and than ad an attachment to that with a special effect of whatever appeals most to you...
It's quite easy to determine where the "shockwave projectile" will be, just run a periodic timer once the spell is put into effect that constantly updates global coordinate variables based on the direction that the shockwave was cast, and some object editor values such as the speed of the projectile.
Ive done this personally with skills before -_- i know what im sayin
When you create the unit (That will look like shockwave) order last created unit to move to that position.
Don't underestimate a new idea. I've said I've done this
Make a variable that is a certain distance ahead of where the caster is facing.
Attachments don't play animations, and in order to get many of the models to work properly in this scenario (a constant playback) it is necessary to be able to control those animations.
Is it?This will not work if the shockwave is supposed to move faster than 522, which is common.
It's not about estimation, it's about knowledge. I know for a fact your method is not a good approach.
...What you just said is how you would do it... you basically just said no you can't peel an orange you can, however, peel an orange...A variable cannot be "a certain distance ahead of where the caster is facing". A location, which a variable refers to, can be. Anyways, this will still look like the rock is just flying through the air. It won't be constantly destroyed, I brought this up here:
Nope. I don't. And even though have the editor and worked with it since it came out(inconsistently). You probably (more than likely)have a greater knowledge pool about triggers. And you could be right here about the assumption thing. I was suggesting something that has worked for me, in the past.I have made things for Single Player that have worked perfectly, but that doesn't mean those ideas will work perfectly for multiplayer as well. You can't just assume that because you have done it before that it is undoubtedly possible in all scenarios.
Is it?
Works fine for me.
if GetLocalPlayer() == Player(2) then
call CreateUnit(Player(4), 'hfoo', 0, 0, 0)
endif
...What you just said is how you would do it... you basically just said no you can't peel an orange you can, however, peel an orange...
Nope. I don't. And even though have the editor and worked with it since it came out(inconsistently). You probably (more than likely)have a greater knowledge pool about triggers. And you could be right here about the assumption thing. I was suggesting something that has worked for me, in the past.
Ah people who only think they are listening...
You don't want someone coming back to the forums with a bugged map because of advice you gave weeks earlier.