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Spinning Effect like Blademaster's

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

  1. shadowvzs

    shadowvzs

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    i got what u mean but till paladin got hammer, in that time villager dont keep his weapon same way than paladin, villager dont have same animation thats the problem. maybe later the best way if i try edit with a program the model but idk if i can do it :D
     
  2. kkots

    kkots

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    I've got a better thing.
    • Melee Initialization
    • Events
      • Time - Elapsed game time is 5.00 seconds
    • Actions
      • Unit - Make Footman 0002 <gen> Invulnerable
      • Set angle = 0.00
      • Set radius = 100.00
      • Animation - Add the ready animation tag to Paladin 0000 <gen>
      • Unit - Pause Paladin 0000 <gen>
      • 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)
      • Animation - Make Paladin 0000 <gen>'s Chest face Footman 0002 <gen>, offset by (0.00,0.00,70.00)
      • Set angle = angle+10
      • Trigger - Turn on Untitled Trigger 001 <gen>

    • Untitled Trigger 001
    • Events
      • Time - Every 0.10 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 - Order Footman 0002 <gen> to Move To loc
      • call RemoveLocation(udg_loc)
      • Set angle = angle+40.00


    As for villager you can play it's attack animation for some time, then freeze its animation by setting animation speed to 0, that will leave him with his arm stretched.
    NOTE: Footman has collision size 0, speed 522, movement type NONE.

    Reply to post below ..v.. bladestorm makes the caster immune to magic, no auras will make effect on him, and whatever is with auras, they do not increase animation speed, only hp regen, armor, attack rate, movement speed. And agility only increases attack rate (and movement speed if you set it), not the animation speed. You don't make a unit attack other unit to play its attack animation. You can play it directly and pause the unit until its arm reaches its required position. After you set animation speed to 0, the model won't move anymore.
     

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    Last edited: Jan 5, 2012
  3. shadowvzs

    shadowvzs

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    i talked about that, how u calculate how much time u need for a fixed poinbt in animation if u could get lets say 400 agility when animation far faster than with 0 agility? also u can gain attack speed by abilities/aura/items etc
     

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  4. kkots

    kkots

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    So I've came up with a result. 1) You can't rotate the unit as fast as you need for a bladestorm. 2) You can lock its Chest to a moving footman and it works fine, but it's incompatible with frozen animation, because when it's frozen, it doesn't let you move the Chest. So I say - edit the model. The attack animation. Here is the map with a peasant spinning normally (edited model) SpinningPaladin.w3x and the map where the peasant spins insanely fast (a custom method) SpinningPeasant.w3x

    EDIT: Bond009 is right. We've forgot that the help requester doesn't know anything about coding. So let's make him a trigger which he will copy-paste using our simple instructions. And have it specify what unit he wants to spin and after casting what ability.
     

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    Last edited: Jan 4, 2012
  5. Bond009

    Bond009

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    idk if you guys read the first post but this poor guy doesn't know any coding at all it seems, not even gui..
    So unless he knows how to import a new model with spin affect or something like this http://www.hiveworkshop.com/forums/...48825/?prev=search=blade%20master&d=list&r=20 or something alike he just needs something to add an affect.

    easiest way to have some sort of affect without code is to give the BladeStorm ability something like the spinning net perhaps and when it casts the unit will have that spinning around him, at least its something within your capabilities.
    you could use this
    Abilities\Weapons\BloodElfSpellThiefMISSILE\BloodElfSpellThiefMISSILE.mdl
    or this etc..
    Abilities\Weapons\ShadowHunterMissile\ShadowHunterMissile.mdl
    Abilities\Spells\Orc\Ensnare\EnsnareMissile.mdl
     
  6. kkots

    kkots

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    tobi3234, give me the model you want to have spinning around and I'll make you a trigger which you will copy-paste. Then I'll tell you how to change it to your needs.
     
  7. blacksheepwalll

    blacksheepwalll

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    i remember something about using an invisible cyclone effect to rotate the unit quickly
     
  8. kkots

    kkots

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    That's a really good idea, but I couldn't change the cyclone height, and it's still not rotating the model fast enough.

    Changing cyclone height is impossible, because even if you use Animation - Change flying height, it works only for flying units, and with Cyclone you may not target flying units, even if you edit the ability.
     
  9. blacksheepwalll

    blacksheepwalll

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    i had a try with tornado spin and cyclone but couldnt get it working either

    an interesting thing happened when i took away the art effect of cyclone though
    it creats a second sprite which you can see when they do different stand animations
     
  10. banhmy112

    banhmy112

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    Sorry but, can you make one for me too? If its possible then ill give you my model which i want it to spin.
     
  11. Miles111

    Miles111

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    I love you.
     
  12. best_player_88

    best_player_88

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    You guys are idiots WTF the unit is unable to move and it stand in its position rename itself and lose the items and the leveled spells and the level u so idiots omg u cant even make idiotic spell like that? DUDES!!! that was the most idiotic map post ever! i gonna make something more funny! comming soon (today!)
     
  13. Vladadamm

    Vladadamm

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    Please, read your signature : Respect Others Members

    It's still movable, you can still keep the items, etc... if you do it with triggers.
     
  14. shadowvzs

    shadowvzs

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    u can tell what map what u tryed?
     
  15. best_player_88

    best_player_88

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    Im sorry its the first time I couldn't help myself, it was very distrubing to see telented map makers make maps like this and then post them, so I saw it and couldn't keep cool, ya know? :goblin_wtf:


    Lior the map maker is Proud To Publish:
    - Blades Storm -

    Did u ever asked yourself how will it look like if bladestorm animation was allowed to any model on warcraft?
    Did u get sick to watch the same Blademaster using cool animations over and over and over again?
    Did you ever feel upset when you saw post of maps that looks silly and cause countless bugs?

    NOW ITS THE TIME WHEN YOUR DREAM COMES TRUE!!!!
    :D
    Enjoy, dont give credit I dont need it.


    Spin forward over the 8 following seconds. damaging enemies who stray too near each second.
    Level 1 - 100 damage per second.
    Level 2 - 180 damage per second.
    Level 3 - 260 damage per second.
    Level 4 - 340 damage per second.

    Notes:
    1) based on channeling spell so it can be "target location" instead.
    2) the hero will move forward at speed that you choose as map maker
    3) the hero must be single unit, so no 2 heroes that can use this abilities can be at the same time.
    4) The hero might get off cliffs if u give him too much speed , so making this on hero that can't blink could show a problam.

    5) the spell can be improved more: check if the next ground is walkable and reduce the chance of stuck, also, it can be done that more than just the hero could use that ability, but that is to be done by better map makers than me, im not THAT good.

    Check it out! :D
     

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    Last edited: Feb 1, 2012
  16. Vladadamm

    Vladadamm

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    Y, but they did what tobi was looking for, nothing more and nothing less.
     
  17. best_player_88

    best_player_88

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    check the better making of map than yours please
     
  18. Vladadamm

    Vladadamm

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    Hmm... lol ?
    This one don't make you able to move where you want, is not MUI, isn't very efficient, and doesn't have a blademaster's spinning-like effect.

    And if you read the messages, i haven't participated to this thread, i just explained to tobi what was gui, jass and vjass.
     
  19. shadowvzs

    shadowvzs

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    ok but acctually here model spining but it is hided by cycelon, also spining isnt really spining just rotateing the unit, try it with another model and u can see what we talk about. i mean example rotateing villager dont really realistic since he dont hold long weapon and his hands stay near body :/
     
  20. best_player_88

    best_player_88

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    "cant move where you want to" -> can be fixed with arrows check.
    " doesn't have a blademaster's spinning-like effect." - it attached to his model, cyclone doesnt add kigabytes.
    "not very efficient" well it true that bladestorm give you spell immunity , but this can be fixed via the using of AVATAR as base skill.
    "And if you read the messages, i haven't participated to this thread, i just explained to tobi what was gui, jass and vjass." This is where you wrong! you havent saw the map which make the hero change his nickname every -0.01 seconds and lose his leveled spells, creating so many bugs I can't even mantion.


    Ok now try think of it : the blademaster new walk with arrow keys as set movement and a bit faster move that dont go off cliffs , now isn't that much betteR?:thumbs_up:

    NOTE:
    "rotating villager would see, well u have to immagine it" check ver 0.02
     

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