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Trigger to remove special effects

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Level 20
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Jul 14, 2011
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3,213
Hi!

I have a burning bridge on my map, and when the Unit uses an specific skill, then there's rain effect and Tranquility, and Monsoon, etc., but i can't find a way to remove the Cinematic/Fire that's in the area.

I though about making some units with the fire model (it can be done) but I can't have those fires showing a health bar, neither can hide them (or the effect won't be shown). I though about adding "Locust" property, but i Think it can't be done trough World Editor (Regular), and needs JASS, and i have no idea about JASS :)

So, i'd like to know.

How to remove Cinematic/Fire in region.
OR
How to give units the Locust property (That way, i just simply use "Unit, remove"

=)
 
Level 4
Joined
Aug 8, 2011
Messages
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Actually, the locust ability is added to a unit just any other normal unit ability, so you can do it through the object editor. However, using a unit with the fire model is not necessary.

You can always create the doodads you like at map initialization and as they are created, just add them to an array. This way you can delete them later through triggers.
 
For adding locust you are forced to use Custom scripts:

  • Custom script: call UnitAddAbility(udg_unit, 'Aloc')
Where 'unit' is unit variable.

For removing locust properly (so it can be targetable again) read this.

About special effect. I'd recommend to stick with effect handles - they take less memory than doodads/units. However - there is no option to 'pick' effects in given area (= You are forced to either use destructibles/units unfortunatelly ;/
Action 'Pick all desctructibles/units in region' should help you with that task.
 
Level 4
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I've had units with the locust ability in the object editor. It works fine, they come into the game with locust already on them. Forgive me if I misunderstood what you mean.
 
Level 20
Joined
Jul 14, 2011
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Nothing worked as wanted :)

The only way i found to do it was Changing a Tree Model to Fire Gust, placing it between other trees, and using "Destructible-Remove". I don't know how, using "Destructible-Kill" also destroyes trees around it =/, so i have no sound effect when the fire is gone (wich i want :(), and using "Play Sound" causes severe lag, and doesn't even plays... (Maybe because the sound duration was 0.63, and Wait duration between events was 0.5, but never tested with a Wait duration of 0.64) Also i have 16 Fire-Trees, i placed 16 "Destroy random tree of type" event, but somehow, 5 of the Fire-trees were not affected by this =/.

In my head, this works like this:

1) The unit cast an ability (Rain) on an Specific Region and becomes Paused.
2) Camera is centered on the burning trees
3) MonsoonLightingHit sound is played
4) Wait 2 seconds
5) Heavy rain starts on area
6) Wait 2 seconds
7) In 10 seconds, 19 fires are removed, in random order, playing sound "VulcanicRockLaunch" each time a fire is extinguished.
8) Unit is unpaused

So far:

1) The unit cast an ability (Rain) on an Specific Region and becomes Paused.
2) Camera is centered on the burning trees
3) MonsoonLightingHit sound is played
4) Wait 2 seconds

5) Weather Effect on Region is set, but doesn't work, so i used "Monsoon rain" Special Effect, though i don't like it.
6) Wait 2 seconds
7) 38 Event Actions: 19 Destroy random tree. 19 Wait 0.50 between them. No sound played.
8) Unit is unpaused.
 
So far:

1) The unit cast an ability (Rain) on an Specific Region and becomes Paused.
2) Camera is centered on the burning trees
3) MonsoonLightingHit sound is played
4) Wait 2 seconds

5) Weather Effect on Region is set, but doesn't work, so i used "Monsoon rain" Special Effect, though i don't like it.
6) Wait 2 seconds
7) 38 Event Actions: 19 Destroy random tree. 19 Wait 0.50 between them. No sound played.
8) Unit is unpaused.

5) Make sure you've also added the action "Environment - Turn (Last created weather effect) On" under the Weather Effect's creation.
7) Make sure you've unticked "3d sound" from that sound, in the Sound Editor.
 
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