| 09-15-2003, 12:20 PM | #1 |
First I downloaded Cookie's Hero Glow Pack I extracted glow.mdx , And imported it to my map Then I just created A new spell based from the Shadow Orb ability I cleaned the Missile art field, Replaced the Art- Target field with war3mapimported\glow.mdx and target attachment point to origin. I named the Spell Hero Glow Then I just added the Spell to the heroes that needed glow and Done! EDIT: Don't forget to give the "Attacks enabled" field a value of 0, Or melee heroes will get a ranged attack thanks to this ability. EDIT II: After testing this we found that sometimes doesn't work unless you use some triggers, look above Edit III: Better use the sphere ability, since orb abilities have odd side effects (may make the hero unable to use orbs) , also I found a trigger to fix the team color bug, forever! (you won't need any other trigger) Now this system uses one imported file and one trigger ! : |
| 09-15-2003, 01:07 PM | #2 |
I kept meaning to try this method... So, it successfully colors the glow to the teamcolor of the unit it's on? I'm glad to hear that. I'm pleased you got this working. It ought to be both convenient and processor-efficient. |
| 09-15-2003, 01:12 PM | #3 |
Well it's still easier to use triggers to attach the model ya know... |
| 09-15-2003, 01:16 PM | #4 |
Don't if you have 60 heroes, 12 players and the chance to change a hero's owner... |
| 09-15-2003, 02:50 PM | #5 |
I guess it's a matter of taste then, I myself hate doing stuff in the object editor since it's so slow, so I prefer triggers. |
| 09-15-2003, 03:55 PM | #6 |
The object editor is slow, but it only seems to lag on things like the object name, level, tooltips, and icon. In other words, the things that the WE itself uses. Setting special effect art to an ability and adding abilities to heros is relatively painless. And using an ability instead of triggers should, if I understand the basics of the processing in-game, actually cause less stress during the game itself. Doesn't the Shadow Orb replace the attack art of the hero that has it? It you remove that art, does it maintain the original projectile, or does it go modelless? |
| 09-15-2003, 05:52 PM | #7 |
For most of the orb effects I have played with, if you set the "Attacks enabled" field to 0, it doesn't seem to modify the existing attack modes for a unit to which it is attached. |
| 09-15-2003, 10:14 PM | #8 |
well i did everything u said and it worked. but.... the hero i made had a red aura and my player color was blue.... how can u make it so that the color corresponds to your player color? |
| 09-15-2003, 10:16 PM | #9 |
If Player Color of <unit> is Blue, then add effect <glowblue> to <unit>. Or something like that. |
| 09-15-2003, 10:20 PM | #10 |
well the thing is its NOT a trigger. it's an ability. so i have no control over what color picks what unit. i am making a hero arena. |
| 09-15-2003, 10:23 PM | #11 |
If I understand you correctly, in your map, player color selection and hero selection are both dynamic, in that any hero-type can be controlled by any number of players with any combination of colors. If this is the case, then perhaps you should consider going with triggers instead. It certainly looks like your game will need to make some determinations on-the-fly to take into account what you want to do with your map. Edit: Okay, do what Lord Vexorian said. I totally missed the greater meaning of this thread... |
| 09-15-2003, 10:43 PM | #12 |
Well Maybe you have preplaced units, Preplaced units seem to not recognize the team color properly, Add this to map initialization: Change Player 1 color to Red Change Player 2 color to Blue ... Change Player 6 color to Orange Change Player 12 color to Whatever Player 12 color is Change Neutral Hostile color to Black Change Neutral Passive Color to Black If it doesn't work try this: After giving the Unit to player 1 Change unit color to Red After giving the Unit to player 1 Change unit color to Blue It fix this little blizzard bug, Also check if you have changed the Ally Team Color Minimap Thingy. PS: Removing the Brush List Window Takes out every lag in the object editor, At least it worked for me. |
| 09-15-2003, 11:30 PM | #13 |
Or, if you want to allow players to pick their own color Event Time Elapsed is .01 seconds Condition None Player - Change color of Player(1) to color of Player(1),changing existing units ...etc This will keep the already assigned colors, updating existing units. Or if you really want to get crazy, do a loop using player indices for the number of player slots you will use, and then assign the neutrals to black. |
| 09-15-2003, 11:41 PM | #14 | |
Quote:
The last thing sounds like killing a bee with a nuclear bomb, just use Player - Change color of Player(1) to color of Player(1),changing existing units everytime you feel like player 1 is changing color. |
| 09-15-2003, 11:46 PM | #15 |
Ha! Not two weeks ago I said something very similar to someone advising me on a revive trigger I was working on. I think I actually said "fly" and "a shotgun". Long story short...Sometimes you need a shotgun. The loop will save you the trouble of cut-pasting and double-clicking. But to each his own. |
