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Noob questions

12-08-2003, 06:46 AM#1
flummox
Thought I'd put all these in one thread and avoid clutter.

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Can anyone tell my why this action isn't working?

Special Effect - Create a special effect attached to the chest of Night Elf Runner 0013 <gen> using Objects\Spawnmodels\NightElf\NightElfBlood\NightElfBloodArcher.mdl

I'm trying to make the Runner bleed (continuously). When I run the game she seems ok, even though the action has been triggered (there's also a unit-move action in the same trigger that she's completing).

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On animations:

Is there any way to play a specific idle animation on a unit? I want to play the one labeled "Stand 3" but I can't figure out how to do it.

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A lot of my cinematics are taking place near the edges of my map, and when the camera pans it's pretty obvious where the trees and landscape end. Is there a simple way to create a solid "tree wall" or something to avoid this? I tried to use LOS occlusion objects but they didn't seem to have any effect.

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When I use the "Trigger - Run *trigger*" action does the current trigger stay in memory even if that's the last action? I'm stringing like 3 or 4 triggers together for a long cinematic, and I don't want to waste memory. Do I need to do the "Trigger - Destroy" action or something to get rid of the previous triggers?

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Is there a way to issue orders to Neutral units? Or do I have to temporarily transfer ownership to a player?

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Um, that's all for now. Thanks in advance

8))
12-08-2003, 11:05 PM#2
Toxicseaweed
right before she starts running have it start a trigger that does the whole bleeding thing and sets that special effect to a variable. Then whenever event you want that stops her from bleeding occures turn off the trigger and destroy that special effect variable. hope that helped.
12-09-2003, 12:20 AM#3
Mephisto
sounds like a bad *** idea ^ ^
12-09-2003, 07:19 AM#4
flummox
Getting her to stop bleeding isn't the problem. The problem is getting her TO bleed.

On closer inspection, it appears that the bleeding animation is playing once and that's it. By the time she's easily visible on camera, the bleeding animation is over and doesn't play again.

I'm sure I'm missing something here...
12-09-2003, 04:37 PM#5
PheoniX_VII
Just make a periodic event that plays the "Blood" animation once in each 2 secs. ;)
12-09-2003, 05:32 PM#6
35263526
Make sure you destroy the previous blood animation at the start of the periodic trigger or it'll be using memory.
12-13-2003, 01:22 AM#7
Shooter02
Use the desroy last created special effect for it right before you create a new one.

For Qestion 2 sadly no a. Th way if you don't know JASS and it sucks big time Buster came up with a way that worked like a charm, but its confusing.

For #3 No I once its done if your not fireing any for actions it shouldn't be useing memory. Just make sure to destroy all your unused special effects.