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Hero glow with only one imported file

09-17-2003, 12:03 PM#31
Vexorian
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
35263526
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
Heaven
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
BadRegistration
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
35263526
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
AllPainful
Quote:
Originally posted by BadRegistration
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.


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
Panto
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
Vexorian
Quote:
Originally posted by AllPainful
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?


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
Panto
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 units
Code:
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
Vexorian
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
Panto
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 seconds
Code:
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
ZealousDemon
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
Panto
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
Dragon
Wouldn't that use an ability slot?
10-12-2003, 04:38 PM#45
Panto
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.