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Special Effects Question

04-20-2004, 06:50 AM#1
Saboera
im kinda new to triggers so, i was wondering if it was possible to ajust the size of a special effect, if do how can i do that?
04-20-2004, 01:52 PM#2
Kamux
I don't think that is possible with triggers ...
Maby you can create a unit with the special effect as model file and set its scaling value to what you want, but I am not sure it will work.
04-20-2004, 06:15 PM#3
Saboera
o well anyway it was for a mounted hero but i just got another model for him and the size is ok, also i really have no idea on how variable work but i saw there was a type for the special effect..
04-20-2004, 06:50 PM#4
[niro]
Quote:
Originally Posted by Carebear
o well anyway it was for a mounted hero but i just got another model for him and the size is ok, also i really have no idea on how variable work but i saw there was a type for the special effect..


Variables are really cool and helpful, theres probably a tutorial out there that explains them. Anyway the special effect variable would be used to add or remove the special effect, there is a destory last created special effect but that only works if you use it right after you make the special effect, not after you create more, then want to destroy the first one, its kinda hard to explain. try to find a tut if you want more info.
04-20-2004, 06:55 PM#5
Saboera
i understand some of the variables (very few) and a tutorial would defenetly help thx :) ill try to find one
04-20-2004, 07:07 PM#6
ThyFlame
A Variable is literally nothing more than stored data.

Create Special Effect - blah blah
Set SpecialEffectVariable = (Last Created Special Effect)
04-20-2004, 07:26 PM#7
linkmaster23
Here's your Variable Tutorial, it's made by me, and is REALLY a Spell Triggering Tutorial. Enjoy!
04-20-2004, 07:28 PM#8
Saboera
oh cool thx linkmaster
04-20-2004, 08:17 PM#9
linkmaster23
No problem, your only duty is to tell me what will make it better.
04-20-2004, 08:28 PM#10
Saboera
its cover most of wat we have to know, u could maybe add tips or cool thing u can do with the triggers, ive always wondered if it was possible to make a combo skill that involve 2 units, i wanted to do that in my current open rpg but i have no idea how to and if its even possible
04-20-2004, 08:34 PM#11
linkmaster23
Explain your problem and I could help you more :)
04-20-2004, 08:42 PM#12
Saboera
A character cast combo on a creep, let like 5 sec for another character to cast combo on that creep, if he does than an effect happen

Exemple: a Pyromonk and a Shadow Witch cast combo on a Beru and its create a Fire Tornado or anything...

Like in Chrono trigger if we want
04-20-2004, 08:46 PM#13
linkmaster23
Possible, quite hard though. I will just do ONE example. I feel like a challenge today!
04-20-2004, 08:49 PM#14
linkmaster23
Hrmm, I'm going to need a tester to test with me, AIM me at

AIM : DragonSlayerXVX
04-20-2004, 09:26 PM#15
Anitarf
Wouldn't this be quite easy by checking for buff when the second combo is cast? Like, You have Spell1 and Spell2 and if Spell2 is cast up to 5 seconds after Spell1, combo happens? So, what you would do would be: make Spell1 a spell that puts a buff on the target unit (like frost armor, cripple, inner fire, slow, etc...) and that buff lasts only 5 seconds. then you have a trigger that does this:

Events
generic unit event - unit starts the effect of an ability
Conditions
ability comparison - ability being cast equal to Spell2
boolean comparison - unit(event response - target unit of ability being cast) has specific buff (the buff from Spell1) equal to true
Actions
Do Teh Super C0|\/|B0 :)

I hope I understood correctly what you wanted...