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Question on auras

06-18-2004, 04:41 PM#1
desty
Can anyone tell me what is the least visible/selectable object that can be affected by an aura of type Brilliance aura? I would like an object that the player cannot select or see but the aura buff should be visible.

thanks a lot,

DeSty
06-18-2004, 04:52 PM#2
PatruX
1) Add your aura to a unit.
2) Make the unit invulnerable with a trigger (or ability)
3) Set the units "Art - Scaling Value" to 0 or 0.01.

That should do the trick.
06-18-2004, 04:57 PM#3
Forgotten Realm
Or you could just give it to a unit, then give the unit the "locust" ability, then give the unit a model that doesn't show. Ta-da.

Or you could "Hide" it, though triggers.
06-18-2004, 05:32 PM#4
desty
thanks, but these won't work:

Setting a low scaling value scales the aura, so it isn't visible anymore.
The "Hide" Trigger hides the aura also.
Units with the Locust ability aren't affected by auras.

other ideas?

DeSty
06-18-2004, 05:34 PM#5
Panto
Since you need to use a model in order to have an "origin" position, and the other methods won't work, I suggest you either make a unit with the Brilliance Aura model as its model, or find a model that has no teamcolor and completely alpha its skin out, so that it's effectively invisible.
06-18-2004, 05:46 PM#6
desty
I need the unit to be able to take aura and lose aura like a normal unit. The alphaing out idea is pretty good! I'll try that, thanks.

DeSty
06-18-2004, 05:51 PM#7
Oinkerwinkle
I haven't tested this, but it should work. It's a model with no geometry and only an "origin" attachment point. The file size should be significantly smaller than you would get from alphaing something.
06-18-2004, 06:38 PM#8
desty
Thanks a lot man! It works :D

DeSty
06-18-2004, 09:57 PM#9
R3N3G4D3
What I did is I took the sheep model and made invisible skin for it. The model has every attachment point and since it's sheep it doesnt get used much and its completely invisible unlike other models with team colors on them that have their colors left over even when inviisble.