| 09-17-2003, 12:03 PM | #31 |
Yes, the other way includes 12 different glow models, and 12 if then else statements, 35263526: Replace Initialization with elapsed time is 0.5 seconds I found a new problem with this already, using a shape-shifting skill reconverts the glow to red, I had to use a Unit begins casting an ability event, and a timer , However I don't know if the other method can survive a transformation skill. |
| 09-17-2003, 03:26 PM | #32 |
Thanks. It works now. May I just say excellent job! This seriously cuts down map sizes and tirggers. Especially for my altered melee game map where there are several new heros which all have to have glows. Sorry if I appeared rude earlier but I sincerely did not mean to. |
| 09-17-2003, 04:11 PM | #33 |
34563456 I admire the fact that you took the time to apologize. Very admirable of you in this day and age of wanton rudeness. Take care. |
| 09-17-2003, 10:44 PM | #34 |
Unfortunately, this method also doesn't survive a revive command. I am pretty sure the other method works through x-forms and revives, as the fx are attached to the model permanently (AFAIK). Unfortunately, I don't think this will work for me. |
| 09-18-2003, 12:44 AM | #35 |
couldn't you just create a trigger that runs when a unit enters the entire map area and have it check it's a hero and if so change it's color? |
| 09-18-2003, 03:26 AM | #36 | |
Quote:
Wierd... worked for me... I did it a little different though... Mine prolly survived the revive becuase mine LITERALLY was an item. All my custom heroes carry an undroppable item the gives them certain abilities, including the hero glow (which I still used the Shadow Orb ability to make), and I made a trigger: Event Unit is Sold Condition Unit sold is of type (****) Action wait .05 seconds set (sold Units) color to (player color (owner of (sold unit))) (**** is where I put my custom hero) and when my hero died, and was revived he had the proper color of glow. (which at the time was the lime green) PS. I am just currious, but what happens if you attach the glow to the "hero" in the "attachments" feild in the object editor instead of give a ability the glow and giving that to the unit? |
| 09-18-2003, 04:09 AM | #37 |
I, too, had the proper hero glow color on Revived heros. At this point, it works just fine. Interestingly, a hero with Mirror Image will create an illusion that doesn't have the glow. However, if you set that player's team color to that player's team color, it will. Which seems to indicate that it doesn't count as a hero on summoning (or the entering play trigger doesn't fire for the summoning), but that it does count as one once it's on the field. |
| 09-18-2003, 01:02 PM | #38 | |
Quote:
Didn't know you could do that, I am going to test it. Metamorphosis, mirror image and SEF seem to make the glow have flaws, but I found a way with timers, I will bring triggers to fix them as soon as I perfect them. I revive and revive heroes in my arena and ther don't lose the glow, even better the glow keeps the team color, I don't know what is happening in your map, BadRegistration. |
| 09-28-2003, 06:24 PM | #39 |
Lord Vexorian, what triggers did you have lined up for dealing with Metamorphosis? Can you share them? For the record, here are the triggers I'm using for hero teamglow. The only instance in which they don't work is when a hero uses a "transformation" ability like Meta. Code:
Map Init
Events
Map Initialization
Conditions
Actions
Player Group - Pick every player in (All players) and do (Actions)
Loop - Actions
Player - Change color of (Picked player) to (Color of (Picked player)), Changing color of existing unitsCode:
Hero enters map Train
Events
Unit - A unit Finishes training a unit
Conditions
((Trained unit) is A Hero) Equal to True
Actions
Unit - Change color of (Trained unit) to (Color of (Owner of (Triggering unit)))Code:
Hero enters map Revive
Events
Unit - A unit Finishes reviving
Conditions
((Reviving Hero) is A Hero) Equal to True
Actions
Unit - Change color of (Reviving Hero) to (Color of (Owner of (Triggering unit))) |
| 09-29-2003, 12:06 PM | #40 |
Code:
Events: - Unit begins casting an ability Conditions: - OR Ability being cast equal to Metamorphosis Ability being cast equal to Bear Form Ability being cast equal to (Any ability based from metamorphosis) Actions: wait1 second Change the team color of triggering unit to team color of triggering unit start Fixglow timer as a (Duration of metamorphosis + 1) one shot timer Events: Fixglow expires Actions: Pick every unit in playable map area matching (matching unit is a hero) and do: - Change the team color of picked unit to team color of picked unit Is Something like that However I just found that using the special effects triggers to attach the glow.mdx model to the unit and then using triggers like yours/mine has the same effect :...: |
| 10-07-2003, 06:21 PM | #41 |
Aight, I've been lumping around with a way to create a timer for each player, so that, in the event that multiple players have heros that are using a Metamorphosis-style ability at the same time, the timers won't overlap and cause confusion in the ranks. Unfortunately, I couldn't figure out a way to refer to the specific hero who's player's timer has run out. So, whenever any of them expire, I reset all players' colors. Interestingly, the "Event Response - Casting Unit" doesn't seem to work. So, I had to use "Triggering Unit". Also, the event "Unit - A unit Finishes casting an ability" didn't work either. Here's the triggers, for reference. timerHeroGlow is a timer array variable with 12 slots, one for each player. 60 seconds is how long the ability lasts, and the trigger adds 1.5 seconds for the transition between the metamorphed unit and the original. Code:
Meta timer start
Events
Unit - A unit Begins casting an ability
Conditions
(Ability being cast) Equal to Metamorphosis
Actions
Wait 1.50 game-time seconds
Player - Change color of (Owner of (Triggering unit)) to (Color of (Owner of (Triggering unit))), Changing color of existing units
Countdown Timer - Start timerHeroGlow[(Player number of (Owner of (Triggering unit)))] as a One-shot timer that will expire in 61.50 secondsCode:
Meta timer expire
Events
Time - timerHeroGlow[1] expires
Time - timerHeroGlow[2] expires
Time - timerHeroGlow[3] expires
Time - timerHeroGlow[4] expires
Time - timerHeroGlow[5] expires
Time - timerHeroGlow[6] expires
Time - timerHeroGlow[7] expires
Time - timerHeroGlow[8] expires
Time - timerHeroGlow[9] expires
Time - timerHeroGlow[10] expires
Time - timerHeroGlow[11] expires
Time - timerHeroGlow[12] expires
Conditions
Actions
Player Group - Pick every player in (All players) and do (Actions)
Loop - Actions
Player - Change color of (Picked player) to (Color of (Picked player)), Changing color of existing units |
| 10-12-2003, 01:33 AM | #42 |
Hey guys, I found this thread using the nifty search feature, and I'm having some problems trying to get my glows to work. 1. I imported glow.mdx into my map. 2. I created a custom ability off Item Orcish Battle Standard, change Art - Target to war3mapImported\Glow.mdx and set Art - Target Attachment Point 1 to origin. I renamed it Hero Glow. 3. I then added the ability to each custom hero. 4. I put in all three triggers that Panto specified (I don't have a meta type ability, so I don't need to worry about that). When I go into my game and train my custom heros with the added glow, the glow is not there. Did I miss a step? What am I doing wrong? I should have outlined my steps to the teeth. If you need me to send some shots, I shall. |
| 10-12-2003, 07:25 AM | #43 |
ZealousDemon, I don't know what's wrong specifically, but the Orcish Battle Standard didn't work for me, either. I recommend you use a modified Orb or Sphere ability, since both seem to work perfectly if you modify them right. |
| 10-12-2003, 02:35 PM | #44 |
Wouldn't that use an ability slot? |
| 10-12-2003, 04:38 PM | #45 |
No, neither the Sphere ability nor any of the Orbs take up a slot. They're item abilities, and most item abilities aren't configured to take up any space on the command card. |
