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Spinning Effect like Blademaster's

Discussion in 'World Editor Help Zone' started by tobi3234, Oct 29, 2011.

  1. tobi3234

    tobi3234

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    How to make unit turning around like blademaster does when he using ultimate?


    (The unit who turns around isn't blademaster in my orpg map)

    and

    i dont use vJass, GUI or anything else.. so a need a trigger without using of them.
     
  2. Bannar

    Bannar

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    You have greatly improved my signature.
     
  3. tobi3234

    tobi3234

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    yea ok, i try again:

    I need to make a special effect or a function that makes the unit(in this case <Uther>) turning 360 dregress around himself and makeing all theese effects that makes it eems cool.

    Again, thank you for using ur time at me!
     
  4. Bannar

    Bannar

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    The "blade storm" effect (the red spinning blades etc.) is actually a part of blade master model rather than standalone special effect model.
    Although, here you got pretty nice list of custom blade storms.

    About functioning, do you understand even a basic of GUI? Spinning unit around isn't hard to do, but from what I see you are pretty new to WE, so there is high chance of never ending story between you and Mr.Syntax Error.
    Meaby some tutorials at first, buddy?
     
  5. tobi3234

    tobi3234

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    I learned myself alot in the wc3 editor. I dont want to repeat my self, but i dont use Gui, vJass.................

    I can make many things. But there is something i jstu cant learn myself or can find answer for. So nothanks. I don't need more tutorials atm.

    But if the windwhirl is something of the model, can u then explain or help me in any way, how to make unit turn around and make some cool stuff, make a cool earthcrake or anything who seems good and realistic in any ways?

    PS: THIS map isnt just a "map", but a wonderfull warcraft 3 game "made from the inerst of my heart. I will not accept any error or failure.. :)
     
  6. noob

    noob

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    if you want realism make no effects like in real life and spinning make less damage that hitting if you are realistic and if you are realistic it is not wc3 it is real life
     
  7. tobi3234

    tobi3234

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    I think u missunderstood me and now wanted to say ur meaning that didn't helped me alot.

    When i say realistic i mean:

    I can just damage everyone around me without doing anything. It seems fake... bad... "unrealistic" and it wont attract many ppl.

    I just want an effect who makes the spell cool :)

    Edit: srsly, ppl in theese days has problems with everything.. ohh i didn't "model" right. So sorry jerk, and forget about this. if someone asking im not here and i never asked about this.
     
    Last edited by a moderator: Oct 29, 2011
  8. noob

    noob

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    Without all use instead of a paladin a blade master because what you ask if you can not use warcraft language or models is very hard because you need binary.And you need a new word:warcraftistic(a realistic thing is not magic)
     
    Last edited: Oct 30, 2011
  9. Chaosy

    Chaosy

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    use the thunderclap and edit the effect to yellow so it looks like holy maybe
     
  10. Spartipilo

    Spartipilo

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    tobi3234... I feel the need to say this:

    1) Anything you do with a trigger works with JASS.
    2) GUI means "Graphic User Interface"... which means it's JASS but with a pretty interface (and a lot of limitations and bad coding)
    3) vJASS is an "addon" to make JASS easier and more efficient.

    Warcraft 3 works with models and models animations.
    Example, when you cast "Bladestorm" with Yurnero, it spins around... because Yurnero's model has the 'bladestorm' animation, but other units/models doesn't have it.

    The better solution for what you want is what Spinnaker said. Just create the effect of swordspin around your unit using those models, but the unit won't spin around, since it doesn't have the animation. The only unit in Wc3 that has the animation is the Blademaster. Dota modified blademaster to make Yurnero and probably Axe.

    Example: Mountain King (The dwarf that has Thunderclap) also has a passive Bash ability. When it bashes his hammer has some kind of electric special effect... Other units don't display that special effect because their models don't have that animation.

    Maybe you could change the spell, and make Uther summon a Blademaster, and inmediatly order the blademaster to spin around...
     
  11. Adiktuz

    Adiktuz

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    How can you trigger when you don't use either GUI or jass or vJASS?

    on topic: the only way to make the unit spin, is to edit the model and give it a spinning animation...

    @Spartipilio - yurnero's model is the blademaster of blackrock clan model, and axe's model is hellscream's chaos mode, both of which has the spinning animation so those models aren't modified...
     
  12. Spartipilo

    Spartipilo

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    Blackrock Clan Model... Hellcream's Chaos Mode... Are those Wc3 Default? If not, they are custom models. My bad to say DotA... Sorry :)
     
  13. Adiktuz

    Adiktuz

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    yup, they are default wc3 models... Orc->Campaign
     
  14. makai

    makai

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    u can do that with a trigger... the model just need an animation, "attack walk spin"

    aa.. my bad,, what i meant is "can't" lol for awhile
     
    Last edited: Oct 30, 2011
  15. Adiktuz

    Adiktuz

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    no need for trigger really... he can always use the Art - animation part of the spell... and if you've read, you would have known already that the model in question, indeed does not have the spin animation...
     
  16. Vladadamm

    Vladadamm

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    Though i've ever explain you what are JASS, vJASS and GUI by a visitor message.

     
  17. Arisato

    Arisato

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    Sir! What you are using with clicks is what we call GUI!
    and vJass is done via Typing using JNGP
    JASS is basically usable everywhere

    and you NEED tutorials, if you don't need them why'd you ask?

    and by 3D Modeling you can make it, just try to lay low and learn, if you want me to make it for you , i'll do it just PM Me
    but try not to act like a big shot, people won't like it:wink:, by what i read here you already think that you mastered world edit :xxd:
     
  18. kkots

    kkots

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    Just lock the body-part Chest to a dummy unit which is moved around periodically. And also play the unit's stand ready animation to have its hammer stretch out. Set blend time to low, so that it doesn't rotate the body-part too fast.

    Without GUI, JASS or any knowledge of triggering or without having the World Editor or at least WEU, the only way to do what you want is to inject JASS code into war3map.j located inside the map file by using already existing functions that are run and making your own triggers in them. You'd better get World Editor Unlimited if you don't have World Editor. But injecting code with notepad is possible as well.
     
  19. shadowvzs

    shadowvzs

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    this is for test map so dont talk about why not via harshtable and etc
    problem is dont work, unit lock dont even move, make unit face angle also have problem, idk why but when the make unit face angle is too often (like every 0.01 sec or 0.05 with ang*5 its slower)
    Code (vJASS):


    function Trig_Regen_heal_Conditions takes nothing returns boolean
        return GetSpellAbilityId() == 'A001'
    endfunction

    function TimerLoop takes nothing returns nothing
    local timer t=GetExpiredTimer()
    local real i = udg_i
    local real x = GetUnitX(udg_u) + 150 * Cos(i*10* 3.14158/180.0)
    local real y = GetUnitY(udg_u) + 150 * Sin(i*10* 3.14158/180.0)
    set udg_i = udg_i + 1
    if (i-(i/10)*10) == 0 then
    endif
    call DisplayTextToForce( GetPlayersAll(), R2S(udg_i) )
    if i==udg_d-50 then
    call DestroyEffect (udg_f[0])
    call DestroyEffect (udg_f[1])
    call DestroyEffect (udg_f[2])
    elseif i==udg_d then
    call PauseTimer(t)
    call DestroyTimer(t)
    elseif i==1 then
    set udg_f[0] = AddSpecialEffectTarget("SpinFX2.mdl", udg_u, "origin")
    set udg_f[1] = AddSpecialEffectTarget("WrathFrostmourneV3.mdx", udg_u, "hand left")
    set udg_f[2] = AddSpecialEffectTarget("WrathFrostmourneV3.mdx", udg_u, "hand right")
    set udg_dummy = CreateUnit (GetOwningPlayer(udg_u), 'o000', x, y, 0)
    endif
    //call SetUnitFacing (udg_u, i)
    //call SetUnitPosition( udg_dummy, x, y )
    //call SetUnitLookAt( udg_u, "bone_chest", udg_dummy, 0, 0, 90 )
    set t=null
    endfunction


    function Trig_Regen_heal_Actions takes nothing returns nothing
    local boolean b = false
    local unit u = GetTriggerUnit()
    local real dmg = GetUnitAbilityLevel(u, 'A001') + 400
    local player p = GetTriggerPlayer()
    local integer dur = 10000
    local timer t = CreateTimer()
    set udg_u = u
    set udg_d = dur
    call TimerStart(t, 0.01, true, function TimerLoop)
    call DisplayTextToForce( GetPlayersAll(), "k" )
    //call SetUnitTimeScale(u, 1)


    set p = null
    set t = null
    set u = null
    endfunction

    //===========================================================================
    function InitTrig_Bladestorm takes nothing returns nothing
        set gg_trg_Bladestorm = CreateTrigger(  )
        call TriggerRegisterAnyUnitEventBJ( gg_trg_Bladestorm, EVENT_PLAYER_UNIT_SPELL_EFFECT )
        call TriggerAddCondition( gg_trg_Bladestorm, Condition( function Trig_Regen_heal_Conditions ) )
        call TriggerAddAction( gg_trg_Bladestorm, function Trig_Regen_heal_Actions )
    endfunction
     
     
  20. kkots

    kkots

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    • Melee Initialization
    • Events
      • Time - Elapsed game time is 5.00 seconds
    • Actions
      • Unit - Make Footman 0002 <gen> Invulnerable
      • Set angle = 0.00
      • Set radius = 400.00
      • Animation - Add the ready animation tag to Paladin 0000 <gen>
      • Unit - Pause Paladin 0000 <gen>
      • Animation - Change Paladin 0000 <gen> blend time to 0.14
      • Trigger - Turn on Untitled Trigger 001 <gen>

    • Untitled Trigger 001
    • Events
      • Time - Every 0.15 seconds of game time
    • Actions
      • Set loc2 = Position of Paladin 0000 <gen>
      • Set loc = loc2 offset by radius towards angle degrees
      • call RemoveLocation(udg_loc2)
      • Unit - Move Footman 0002 <gen> instantly to loc
      • call RemoveLocation(udg_loc)
      • Set angle = angle+80.00
      • Animation - Lock Paladin 0000 <gen>'s Chest to face Footman 0002 <gen>, offset by (0.00,0.00,70.00)


    NOTE: the map is attached. Pausing the hero can be omitted, it looks fine even while it's walking. You should not let the hero come close to map border, because the footman cannot be placed there. Initially Untitled Trigger 001 is disabled.
     

    Attached Files: