| 04-14-2004, 02:53 AM | #1 |
Im trying to make disease cloud use a diff model, a fire gust thing. but it doesnt work, all that happens is the plaugey stuff goes away. I tried changing it in UndeadAbilitysFunc.txt but that didnt work. So whats up? |
| 04-14-2004, 03:03 AM | #2 |
See the topic right below this one which talks about the exact same thing. |
| 04-14-2004, 05:18 AM | #3 |
Hm, I've got a plague cloud with a different model working just fine. Can you tell me what process you used? I'll try to figure out what we did differently. |
| 04-15-2004, 12:30 AM | #4 |
I mean the buff effect, like when a unit gets close to the unit with the ability. normally they get this lil cloud thing, i want it to be a fire gust. but anyways my process was open the original buff, and changing the target model or something and the target attachment point to origin. edit: gearhead i saw the other post... everyone said you cant do this besides panto... |
| 04-15-2004, 01:27 AM | #5 |
Okay, in the spell in the Ability tab, the "Art - Target" field is the one that defines the aura art, as in, the art that appears on the unit that has Disease Cloud. The "Stats - Buff" field defines which buff to use on the affected units. I don't know if this is one of the abilities that doesn't accept a different buff from its default. The default buff is "Disease". Even if this is a hardcoded buff, you can still change all the buff art without difficulty. In the buff tab, the Disease Buff also has an "Art - Target" field. This is the model that's attached to the units which are harmed by the Disease Cloud. The "Art - Target Attachment Point" defines where on the unit this is shown. This part can occasionally be tricky, since some buff models (like Lightning Shield) appear a little ways above or below their centerpoint. In the case of Lightning Shield, although it appears to be circling the unit's "chest", it's actually attached at "origin". If you don't know which attachment point to use, find the ability that originally used your model and see what it uses. If the Attachment Point field is blank, it uses the default which, I think, is "origin". Let me know if this helped. |
| 04-15-2004, 03:03 AM | #6 |
no, it didnt help cause i knew that already... (urg that sounded harshe sorry) No model shows up on the unit at all. ooh just found something else out. even if i choose a diff model, in the editor it still says disease. but it'ts pink like its custom and then when i go to edit it it is the right model. |
| 04-15-2004, 04:28 AM | #7 |
What model are you using? Some models are only constructed to fire once and then stop. If you use one of those for your animation, it's likely you won't see anything at all. Look for an model that has a "Stand" animation. |
| 04-15-2004, 08:22 AM | #8 |
Apparently there are spells that have trouble changing their buff to something else; it has been anounced, that SOME of them will be fixed in 1.15. If you can wait a week, MAYBE your troubles will go away. ;) |
| 04-15-2004, 01:11 PM | #9 | |
Quote:
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| 04-15-2004, 01:48 PM | #10 |
Anitar, the problem that they're fixing is not in altering the buff, but rather in using a different buff altogether. I have yet to encounter an ability that has completely unchangeable art. |
| 04-16-2004, 11:40 PM | #11 |
Ok i think i figured it out. you know when your picking models how you pick which group? like abilities or units doodads, etc. well for mine i HAD to use something from the buffs pulldown. It was ok theres some pretty good fire effects. there like i used the small human building fire thing. edit: oh yeah, i couldnt use a custom buff for it which sort of sux. |
| 04-17-2004, 12:24 AM | #12 |
Don't use doodad models in spells They usually never work |
| 04-17-2004, 12:38 AM | #13 |
Some of them have the necessary animations. It depends on if you're using an instant or standing effect. |
