| 12-10-2003, 02:33 PM | #61 |
Code:
Events
Map Initialisation
Conditions
Actions
Custom script: loop
Custom script: call SetAllyColorFilterState(2)
Custom script: call SetAllyColorFilterState(0)
Custom script: call TriggerSleepAction(0.00)
Custom script: endloopokay, this code works for me... and i see same problem... the portrait revert to its first animation. in my map the vexorian code works only in hero selection menu... yah, the original not changing the filder... but, when a player select a hero, can i run that code? after hero creation ?? Code:
Custom script: call SetAllyColorFilterState(2) using 2 triggers?? exemple: first Code:
Events
Map Initialisation
Conditions
Actions
Custom script: loop
Custom script: call SetAllyColorFilterState(0)
Custom script: call TriggerSleepAction(0.00)
Custom script: endloopCode:
Events
Unit creat trigger
Conditions
Unit is a hero
Actions
Custom script: call SetAllyColorFilterState(2)i'm new on map maker and english language... sorry for errors... |
| 12-10-2003, 03:18 PM | #62 |
Ignore the new trigger I've brought to you, use the other ones Panto and I found before |
| 12-11-2003, 05:34 AM | #63 |
Actually the change player colour is better than changing the ally filter - It will not affect the player filter settings, BUT it will still cause the portrait to revert to its original animation. You can do it periodically every 1 min or so cos people wont notice if it does not happens very frequently but you will have some moments when the glow remains at red. |
| 12-11-2003, 09:11 AM | #64 |
i use this custom script after any locked cam on hero trigger in my map, after hero revive, load/unload, the cam lock on hero... i need to test this with morph/change skills now (like pandaren ultimate, metamorphosis, polymorph or reincarnation)... EDIT: doesnt work with polymorph... etc.. next test, use this custom script after picked unit event Code:
Custom script: call SetAllyColorFilterState(2) and i use this trigger at initialisation... Code:
Events
Map Initialisation
Conditions
Actions
Custom script: loop
Custom script: call SetAllyColorFilterState(0)
Custom script: call TriggerSleepAction(0.00)
Custom script: endloop |
| 12-11-2003, 02:40 PM | #65 |
I am finnishing a GUI trigger that will stop everything, just need to remember what I 've done to fix reincarnation |
| 12-16-2003, 07:26 AM | #66 |
the trigger that you provided doesnt work?! have i writen the jass incorectly, like the second line, does it need all those spaces? |
| 12-16-2003, 02:04 PM | #67 | |
Quote:
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| 12-17-2003, 08:20 PM | #68 |
I have a homework for you, could you test if the team color bug is still in patch 1.13? , it will take a while till I get to download it. |
| 12-18-2003, 09:45 PM | #69 |
who the #$%@ is panto and what trigger?! |
| 12-18-2003, 10:35 PM | #70 |
Uhh i am running a mac and winrar won't work on it... could someone post it as a .zip? |
| 12-19-2003, 01:54 PM | #71 | |
Quote:
Check this thread and Panto is a map development moderator so take care on what you say... |
| 01-23-2004, 06:29 PM | #72 | |
Quote:
sorry for revive the topic vexorian do u make a trigger that works with the glow ?? i use this trigger, but, works only on single player, on bnet the other players are disconected... Code:
Events
Player select a unit
Conditions
Unit is hero type
Actions
Custom script: call SetAllyColorFilterState(2)Code:
Events
Map Initialisation
Conditions
Actions
Custom script: loop
Custom script: call SetAllyColorFilterState(0)
Custom script: call TriggerSleepAction(0.00)
Custom script: endloop |
| 01-24-2004, 09:36 AM | #73 |
In the map I am working on their are alot of triggers for attaching special effects/mdx files to units. For this to work for anyone you would need to have a list of all the players in the events section. Example : Events Unit - A unit owned by Player 1 (Red) Gains a level Conditions (Hero level of (Triggering unit)) Equal to 10 (Unit-type of (Triggering unit)) Equal to (Certain Hero) Actions Unit - Remove (Triggering unit) from the game Unit - Create 1 (New Type of Hero) for Player 1 (Red) at (Position of (Triggering unit)) facing (Position of (Triggering unit)) Hero - Set (Last created unit) Hero-level to 10, Show level-up graphics Hero - Give (Item carried by (Triggering unit) in slot 1) to (Last created unit) Hero - Give (Item carried by (Triggering unit) in slot 2) to (Last created unit) Hero - Give (Item carried by (Triggering unit) in slot 3) to (Last created unit) Hero - Give (Item carried by (Triggering unit) in slot 4) to (Last created unit) Hero - Give (Item carried by (Triggering unit) in slot 5) to (Last created unit) Hero - Give (Item carried by (Triggering unit) in slot 6) to (Last created unit) Unit Group - Pick every unit in (Units of type (New Created Hero)) and do (Special Effect - Create a special effect attached to the origin of (Picked unit) using Abilities\Spells\Orc\EtherealForm\SpiritWalkerChange.mdl) Special Effect - Create a special effect attached to the weapon of (Last created unit) using Abilities\Spells\Items\AIfb\AIfbTarget.mdl Special Effect - Create a special effect attached to the weapon of (Last created unit) using Abilities\Spells\Items\AIfb\AIfbTarget.mdl MDX files do work with Special Effect Attachments. Here is what I would do for hero glow. Change the Event to Map Initialization Change the Conditions to Hero = to W/E Hero Then have the effect add it to that hero when it is created if someone selects that hero with the Special Effects trigger. |
| 02-20-2004, 05:18 PM | #74 |
Hm, Vex, I was hoping you'd posted what you did to fix it for reincarnation. Do you happen to have that handy? |
| 02-20-2004, 09:53 PM | #75 |
All my work the last while was about optimizing things and do demo maps, so I kinda didn't do anything about this since my last post, however I must say that the tornado's building damage aura without targets is better as ability for the effect, and that the Specific Event :Hit points of unit become 0.00 can detect reincarnation |
