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Flamestrike outer fire

07-15-2009, 04:05 AM#1
Darkness568
Hi. I couldnt figure out where to post this, but i have been trying to make a flamestrike spell that uses a different model found here i have tried different ways in editing the spell, but the outer fire no matter what still seems to be red.

I tried editing the buff/effect model file to have the same model file as that bigger center blue one. I was wondering if there is a way to remove this and add a blue one via triggering or if its possible to just remove the outer red flames all together via triggering or model editing and or if there is just a way i havnt found out yet.
07-15-2009, 04:08 AM#2
~Void~
Abilities\Spells\Human\FlameStrike\FlameStrike2.mdl

Abilities\Spells\Human\FlameStrike\FlameStrike.mdl

Try overwriting those paths with a blank imported model.
07-15-2009, 04:21 AM#3
Darkness568
How would i do that? Extract using warcraft 3 viewer and somehow delete the stuff in it?
07-15-2009, 04:47 AM#4
wyrmlord
You import blank models with those paths into your map is what he is saying.
07-15-2009, 04:51 AM#5
Darkness568
Yea i get the import part, but i dont know how i would be able to make a path so it would be like that and to be able to make a .mdl file as i have no editor of the sort as of right now to make a mdl file.
07-15-2009, 08:28 PM#6
Nuclear Arbitor
double click on the model in the import editor and change the name to what he said.
07-15-2009, 08:33 PM#7
TaintedReality
You don't need one because you just need a blank mdl. So just save a text file as "blank.mdl" or something (key part is ofc saving as .mdl not .txt), then when you import it, import it over those 2 paths.
07-16-2009, 02:23 AM#8
Darkness568
O yea i forgot .mdls was just a text file. Trying now.

Edit: It wasnt removed somehow, but i have found this jass file. I am not sure how to read it but i do know that when the spell is used it adds the flamestrike1 there, but since its overwritten it should be removed. Also the ability raw code it displays is not the same to the spell i am modifying so it shouldnt do it anyways.
Hidden information:
Collapse JASS:
function Trig_Destroy_Trees_Infernal_Copy_Conditions takes nothing returns boolean
    if ( not ( GetSpellAbilityId() == 'A00H' ) ) then
        return false
    endif
    return true
endfunction

function Trig_Destroy_Trees_Infernal_Copy_Func003003 takes nothing returns nothing
    call KillDestructable( GetEnumDestructable() )
endfunction

function Trig_Destroy_Trees_Infernal_Copy_Actions takes nothing returns nothing
    local location point = GetSpellTargetLoc()
    //call TriggerSleepAction( 0.25 )
    call AddSpecialEffectLocBJ( point, "Abilities\\Spells\\Human\\FlameStrike\\FlameStrike1.mdl" )
    call EnumDestructablesInCircleBJ( 300.00, point, function Trig_Destroy_Trees_Infernal_Copy_Func003003 )
endfunction

//===========================================================================
function InitTrig_Destroy_Trees_Infernal takes nothing returns nothing
    set gg_trg_Destroy_Trees_Infernal = CreateTrigger(  )
    call TriggerRegisterAnyUnitEventBJ( gg_trg_Destroy_Trees_Infernal, EVENT_PLAYER_UNIT_SPELL_CAST )
    call TriggerAddCondition( gg_trg_Destroy_Trees_Infernal, Condition( function Trig_Destroy_Trees_Infernal_Copy_Conditions ) )
    call TriggerAddAction( gg_trg_Destroy_Trees_Infernal, function Trig_Destroy_Trees_Infernal_Copy_Actions )
endfunction



Here is the spell trigger i have. I believe it is a copy of the firestrike spell because obviously thats the purpose its used for. The model in the center gets changed but the outer part is still red no matter what. I thought doing this would get rid of it, but no and i did do that blank model file and it still does it.
Hidden information:
Shiva Special Effects
Events
Unit - A unit Begins casting an ability
Conditions
(Ability being cast) Equal to Shiva Bomb (Infernal)
Actions
Special Effect - Create a special effect at (Target point of ability being cast) using war3mapImported\FlameStrike.mdx
Special Effect - Create a special effect at ((Target point of ability being cast) offset by 256.00 towards 0.00 degrees) using war3mapImported\FlameStrike.mdx
Special Effect - Create a special effect at ((Target point of ability being cast) offset by 256.00 towards 45.00 degrees) using war3mapImported\FlameStrike.mdx
Special Effect - Create a special effect at ((Target point of ability being cast) offset by 256.00 towards 90.00 degrees) using war3mapImported\FlameStrike.mdx
Special Effect - Create a special effect at ((Target point of ability being cast) offset by 256.00 towards 135.00 degrees) using war3mapImported\FlameStrike.mdx
Special Effect - Create a special effect at ((Target point of ability being cast) offset by 256.00 towards 180.00 degrees) using war3mapImported\FlameStrike.mdx
Special Effect - Create a special effect at ((Target point of ability being cast) offset by 256.00 towards 225.00 degrees) using war3mapImported\FlameStrike.mdx
Special Effect - Create a special effect at ((Target point of ability being cast) offset by 256.00 towards 270.00 degrees) using war3mapImported\FlameStrike.mdx
Special Effect - Create a special effect at ((Target point of ability being cast) offset by 256.00 towards 315.00 degrees) using war3mapImported\FlameStrike.mdx