| 12-14-2003, 02:07 PM | #1 |
ok its soposed to make any special effect the player wants on a unit (it can be anyone) heres the screen EDIT: i think the part with the arrows is the wrong part(of course i could be wrong) |
| 12-14-2003, 02:14 PM | #2 |
its soposed to make create any spell on the unit the player has picked. so when the player types: effect 01 _____ (___ means it could be any spell) then the trigger make the effect on the unit |
| 12-14-2003, 02:24 PM | #3 |
np it would look something like: effect 01 bloodlust its soposed to b like kooler's revenge |
| 12-14-2003, 02:45 PM | #4 |
humm this is going to be harder than i though........ i think i may do this a bit differently then... btw what is D&D?? also thx a lot 4 ur help |
| 12-14-2003, 05:15 PM | #5 |
if you haven't fixed it yet I have found a bug in the editor which took me LITERALLY weeks to figure out. If you start an event using a Unit command as an event (X unit enters "some region") you CANNOT make an action using the player by saying "triggering player". Its a bug that got through (I don't know how) but anyway if you want that to work you actually have to say "owner of triggering unit". ... that really isn't your problem but I like to throw that around because a lot of people get tripped up by that. But anyway I think in your trigger that you are using "picked unit" in the wrong terms. USMWE says the definition of "picked unit" is "the unit that is currently chosen at the time of the trigger". If the person has another unit picked at the time (which they usually do I know that if I have a bunch of things to do I just order the comand and click on something else) it will just cancel the trigger altogether. Of course that can be only 1 problem, there might be more |
| 12-14-2003, 05:26 PM | #6 |
hummmm..... im not sure what you said about the "picked unit" is true bcuz theres a trigger that "picks" the unit selected by the player...tho i could b wrong emote_confused heres what im talking about: |
| 12-14-2003, 05:29 PM | #7 |
Oops missed that :D my bad |
| 12-14-2003, 05:42 PM | #8 |
since its oviusly way harder than i thought and im not sure what nathanmx said about the arrays.... im going to make much less effects then i wanted but there will be some good usefull effects.. BTW this is an rp map |
| 12-14-2003, 07:34 PM | #9 |
Also remember that effect paths in triggers use double "\" and that none of them end in mdx even when they are (odd stuff by your favorite company) so it will be: effect01Abilities\\Spells\\Orc\\Bloodlust\\BloodLustTarget.mdl |
| 12-15-2003, 03:17 AM | #10 | |
Quote:
Actually, you should be as specific as possible to avoid odd war3 behavior. Owner of Entering Unit in that case. |
| 12-15-2003, 03:44 AM | #11 | ||
If I may, I'd like to take a swing at this. Ok, well, I'm not sure if this is time-efficient, but here's the method I use, which I believe was first thought up by a RolePlaying map creator named Miyog: ^_^ First, make a two string variable arrays. Name one something having to do with special effects (SFX, specialFX, etc.) and the other something along the lines of attachment point (fxattach, sfxattach, etc.) so that you know what they are (doi!). Also, make a special effect variable array that we'll use later. Next, make a trigger that will set them up in the beginning of the game. The SFX one should look similar to: Quote:
This is the time-consuming part. You have to pretty much manually add all of the special effects this way. You would assign the attachment points in a similar fassion. The special effect trigger would then be something like: Quote:
That should pretty much do it. Oh, and, of course, you'd make a trigger that if they typed in some other command, it would remove their last created special effect using that array we defined right at the end. Yay! I hope I helped! Good luck. :D :ggani: |
| 12-15-2003, 03:19 PM | #12 | ||||
[quote] the quotes below were riginaly posted by:nathanmx Quote:
humm good idea will do :D Quote:
yes that was definitly in the plans :D Quote:
by this you mean that a should be able to type: FX 01 Demon\\DarkConversion\\ZombifyTarget.mdl as well as: FX 01 darkconversion to get the same effect? also how would i got about doing this? Quote:
ok im not sure what this means, but i will give it a try......... so does it mean that is the part "FX 01" part does not have the "Abilities\\Spells\\Demon\\DarkPortal\\DarkPortalTarget.mdl" part then it should check to see if it has "darkportal" in the string, then if it does then to use "Abilities\\Spells\\Demon\\DarkPortal\\DarkPortalTarget.mdl"? BTW did you make the triggers in your WE? |
| 12-15-2003, 08:14 PM | #13 |
Well, you could have at least said "thanks but no thanks, Quatre; your idea sucks" rather than completely ignore my post...whatever...:nono: :( |
| 12-15-2003, 08:23 PM | #14 |
im sry i didnt mean to ignore you... its not that ur way "sucks" its jus i didnt understand it :bgrun: .......im not too familir with WE... all i can do is mostly the landscape... and some triggers umm how about you explain it a bit more .... who know i might use it :D |
| 12-15-2003, 08:44 PM | #15 | |
Ok...hmm...where do I begin? Ok, first off, I'm assuming that you know how to use variables and variable arrays. The system I will explain is pretty much what nathanmx was proposing...but in the end...is much easier, in my opinion. Ok, you have two string-type variable arrays. One of them will store a list of special effects paths, and the other will store the attachment points. You make a trigger, that at the start of the map, will set both variables to all of the different paths and such. Then the trigger that would add the special effect would be like this: Quote:
Do you get it yet? Or should I make an example map? emote_confused |
