HomeUser Control Panel (unavailable in archive)ForumsTutorialsArt GalleryResourcesMaps

Special effect on unit troubles

07-08-2002, 08:35 AM#1
dataangel
On my map I'm trying to create the divine shield effect on a unit. Problem is, special effect on unit by default will make the effect appear over the units head. I tried changing 'overhead' to 'head' or 'chest' or 'unit' or 'feet.' None of these worked though, they either did the same thing or the special effect didn't show at all. Anyone know what string to use to make it appear around the unit like normal? I took a look at a few blizz maps but none of them used this action.
07-08-2002, 08:53 AM#2
littlecramp
Why dont you try hand or underground? Just a joke. Use "origin"
07-08-2002, 08:46 PM#3
dataangel
thx, I'll try it. How'd you know?
07-09-2002, 03:45 AM#4
littlecramp
I think I saw the value from one of the campaign.
07-09-2002, 04:33 AM#5
dataangel
New problem:

I store the special effect created on the unit in a variable. Then I later use the destroy special effect action on it. There's considerable lag between when the trigger is fired and when the special effect actually disappears. Anyone know how to make this faster? Preload the special effect maybe?
07-09-2002, 05:02 AM#6
littlecramp
How do you fired the trigger? Mayb you can display your sample.
07-09-2002, 05:12 AM#7
dataangel
Basically it's setup like this:

Event
Map Initalization
Action
Create special effect on unit, divine shield


Event
Unit enters region
Action
Destroy special effect

I've tried doing it exactly like that, and there's a 2 or 3 second pause before the effect actually disappears.
07-09-2002, 05:15 AM#8
littlecramp
So you mean when the effect destroy trigger is executed, the effect take a few seconds to disappear?
07-09-2002, 05:47 AM#9
dataangel
Exactly. Can't figure out how to make that lag go away. It's also important to note that I'm creating the effect on circle's of power. When I create the effect on a hero and destory it, it happens right away.
07-09-2002, 05:56 AM#10
littlecramp
But did you specified which unit go to that particular region? I don't know what your trigger like. But I tried on my own custom map and the special effect is destroy instantly. However, not all special effect need to be destroy.
E.g-Abilities\Spells\Undead\DeathandDecay\DeathandDecayDamage.mdx which disappear after a certain no. of seconds.

There's one special effect which will superimpose a BIG CROSS(graveyard) on a unit making it like a portable graveyard.
E.g-Abilities\Spells\Undead\Graveyard\GraveMarker.mdx
07-09-2002, 06:30 AM#11
dataangel
Actually littlecramp, those special effects still need to be deleted. They don't show, but they stay in memory.

Hmm, I think I'm just gonna fiddle with it some more.
07-09-2002, 06:55 AM#12
littlecramp
Yes , they still stay in memory, but are also good for recursive effect. So how's your destroy effect?
07-09-2002, 07:05 AM#13
dataangel
What do you mean by a "recursive effect"?

Also, I found out that it only happens with this particular special effect. Unholy/Thorns aura for some reason takes along time to disappear, but other effects disappear instantly.
07-09-2002, 04:25 PM#14
littlecramp
I dont think the divine shield has a "prolong" effect of disappearing!
07-13-2002, 05:13 PM#15
littlecramp
Attachment Point Names:
overhead (floats over the unit's head, but doesn't sway with
the head as it animates)
head (sways with the unit's animation)
chest
origin (usually at the base of a unit's feet)
hand
foot
weapon (for heroes)
sprite (for buildings)
medium (for buildings)
large (for buildings)

Attachment Point Modifiers:
left
right
mount (for mounted units)
rear (for quadrupeds)
first (for buildings)
second (for buildings)
third (for buildings)
fourth (for buildings)
fifth (for buildings)