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note this is if the target point will always be 200 units away, else you need some more calculation for the distance... which I didn't add as I don't like GUI that much... ^_^
Its a waste to use Arrays for this... you could have just used two different real variables and a few TempLocs (you only need three, or even just two if you use another real to find the max distance) and just made the calculation inside the loop... it will be more efficient and faster... TriggeringUnit is also faster than casting unit...
*Based from Adiktuz's trigger*
If you want an advance calculation which gives an equilibrium for all distance interval for the effects, you should provide a calculation for each distance interval for the effects.
Haha, but the freaking SFX is based from Thunder Clap and has no delay interval in-between the waves
I just need to add a Wait of 0.10 second for the interval, but meh, lazy~
i am using the Neutral Building Explosion for the effect so it does the explosion which makes a crater after and it takes along time for the crater to go away i just wanted to know how to make it go away faster
LoL that thing is Special Effect and it is hard-coded engine in warcraft III and cannot be edited
It is included with its own animation which I cannot alter
Well, you can replace instead of using SFX, you use normal unit acting as dummy (use the file model of the neutral building explosion) and at your trigger, just do this:
Removing SFX
Events
Unit - A unit Dies
Conditions
(Unit-type of (Triggering unit)) Equal to Dummy Unit (NeutralBuildingExplosion)
Actions
Unit - Remove (Triggering unit) from the game
That way, you can make the explosion goes away if it dies BUT the crater will never go away in short time, because it is naturally occur once the animation is played, the ground will be affected by the crater, leaving an explosion-like area
Create dummy at set it's model to special effect you want it to represents.
Make sure field about movement it set to Flying, give it Locust.
If you still do not know how to properly create dummy i can post map with dummy egzample.
beam
Events
Unit - A unit Starts the effect of an ability
Conditions
(Ability being cast) Equal to Beam
Actions
Set Caster[2] = (Triggering unit)
Set CasterLoc[1] = (Position of Caster[2])
Set TargetPoint[1] = (Target point of ability being cast)
Set DistancePerWave = 400.00
Set Angle = (Angle from CasterLoc[1] to TargetPoint[1])
For each (Integer LoopingInteger) from 1 to 5, do (Actions)
Loop - Actions
Set RealDistance = (RealDistance + DistancePerWave)
Set WaveLoc = (CasterLoc[1] offset by RealDistance towards Angle degrees)
Unit - Creat 1 dummy at WaveLoc for ((Owner of (Caster[2])) facing Default building facing degrees
Unit - Add 0.5 Generic expiration timer to (Last created unit)
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