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Moving SFX underground?

10-23-2009, 09:58 PM#1
Cheezeman
Cheers.
I'm making a spell which involves some ordinary area of effect damage, but I want a special effect; sunrays.
I tried to make these sunrays using dummies with Reincarnation as model file and setting their fly height to -300 (in object editor), but there's an issue;
The desired sfx shows up as wanted when placing it in the world editor, but not when I cast the spell in-game (in which the cross is still shown while I only want the sunrays).

Is there a way to, through triggers, move a special effect below the ground?
10-24-2009, 06:53 AM#2
DioD
Tornado spell with modded FX with negative position.
10-24-2009, 08:03 AM#3
Anachron
You can create destructables with Z height (negative) and it will be placed on top maybe. I don't know if it works, but it will work for heights.
10-24-2009, 07:07 PM#4
Cheezeman
How do I set negative position of a destructable in-game?
And I'm not sure that tornado idea is good, because I need around 60-70 of those effects up simultaneously (for each spell instance)
10-24-2009, 10:36 PM#5
Na_Dann_Ma_GoGo
I doubt it'll work for doodads but it should work for units.
I'm not exactly sure but the unit needs to have the walking type "foot" and a negative minimum (and perhaps maximum) fly height. But someone else may tell you about that.
10-26-2009, 10:06 AM#6
Cheezeman
But I can't set a negative position of a unit in-game. I know doodads work in the editor, but there I havn't found a native that moves a doodad below 0.
10-26-2009, 10:27 AM#7
Anachron
Collapse JASS:
native          CreateDestructableZ         takes integer objectid, real x, real y, real z, real face, real scale, integer variation returns destructable

so
Collapse JASS:
local destructable d = CreateDestructableZ('tree', PosX, PosY, Height (-x also), facing, scale, variation)
10-26-2009, 10:52 AM#8
Cheezeman
Thank you, it works perfectly.