(1 ratings)
I guess that's possible. It started out as banshee possession missile after allCan you add the spirit as a missile variation, please?
Honestly) any spirit like explosion will doI guess that's possible. It started out as banshee possession missile after all
What sort of hit explosion would you like?
I blanket deleted 99% of the animation in Death because the file was becoming really large (nearly 600kb as a .mdl, which is more than most of my units ) and I reasoned the fade out was fast enough you normally wouldn't notice. Bit of a knee jerk reaction. Might have only saved ~10kb in the finalupload.A cool effect that has a lot of potential, IMO, like some other modelers can control its color, size, radius pretty easily. I like almost everything about this effect, its shape and colors, except that during 'Death' spirits stop moving (only fly around).
If you're unsure about the ribbon tails (if these are they) and how they work when the caster is being moved, then you can consider creating some particle emitters instead and tick 'Model Space' in them
I added a missile version.Honestly) any spirit like explosion will do
Now we only need the holy missileI added a missile version.
The spell it's aping isn't an aura, its more an activatable/channeled aoe dps, like a spell Bladestorm, or Immolation with larger aoe.Neat effect! I appreciate the two varieties (& the Missile). I'm a little worried about it being a bit too 'busy'/'noisy' for a usual Aura, but it's a useful sort of visual effect nonetheless.
Is that a thing you could control in Worldedit? like using Alternate animations?Would be cool to have animation-tags One, Two, Three, Four that only shows that number of spirits.
That way, you can use it for various fun spells.
I can do that modification myself if you allow it
If it's a triggered spell-effect you can add tags to it (something like: "Animation - Add Tag"). For units you can also add tags (similar to morphs, human towers, or the various main buildings are done, something like: "Art - Animation Tag"). Can maybe do something with abilities too.Is that a thing you could control in Worldedit? like using Alternate animations?
Would that then be like create a new sequence called "Stand Four" and then in object editor specify use the keyword "Four"? (or Fourth or w/e)
If you mean modding it for your own uses, do whatever you want with it
Okay, very interesting...Note. This is written from fast googleing and my memory
Now that I'm home from work and have access to stuff, it seems like anything under "Bone_Turret" bone (or helper, both seems to work) acts like the turret. Both Ancient Protector and Human Tower has that directly in the root of the model.Okay, very interesting...
Btw, only tangentially related, but do you know the mechanism that lets some towers have elements which rotate to face their target? Like Cannon towers and Ancient Protectors? Actually, all rooted ancients show that behaviour, now that I think about it.
I get the impression it's hard-coded into the models themselves, like a keyword on a low level Helper node or something.
I want to flesh out that golem in the link with more uses and solutions in a week or 3 and if someone could impart that arcane wisdom it would surely save me some time.
Works great, thanks.Hope this helps
A neat idea and execution of a spell effect.
Works in-game. Approved!
Honestly I'd suggest you to use a low poly head for both spirits instead of using actual unit heads, since they tax a bit too much polies for something that can hardly be seen. But for this occasion I'll let it slide since it doesn't seem like a spammable spell.
Updated all models.A neat idea and execution of a spell effect.
Works in-game. Approved!
Honestly I'd suggest you to use a low poly head for both spirits instead of using actual unit heads, since they tax a bit too much polies for something that can hardly be seen. But for this occasion I'll let it slide since it doesn't seem like a spammable spell.
Not noticeable imo, good job!simplified the faces and heads significantly.