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HELP plz? :)

07-24-2004, 10:30 PM#1
oNdizZ
I could use some help for a ability that i've created. the prob. is:

i need to make it so that it works for all players with one trigger (and not one trigger for each player as it is now)

and something that could work so i can in the end of the trigger take all special effects and destroy them (its very annoying to be forced to make a variable for each special effects (like hundreds) and then make like this after each:

create special effect on position of unit....
set "specialeffect01" = last created special effects...

...and so on and so on....

so, please! if anyone of you readers are good jass programmers :p help! // [email protected]
07-25-2004, 05:51 PM#2
-Ragnarok-
Jass? No but I can give you the link to download WEU(its in my sig), which will allow you to make the special effects you want a lot more easier. Also I dunno about JASS but when you want to make it so just when an ability is casted you it creates teh special effects you:

Use the event Generic unit event : begins channeling an ability,
use the Condition : ability being channeled it (abilityname)
Then the actions.

Note: This is not for JASS though. Don't copy and paste it or try anything of the such. I don't know if JASS or WE relate in anyway about the events,conditions,or actions.
07-25-2004, 06:56 PM#3
Anitarf
It would help to know what the ability is supposed to do.

Apart from that, I can tell you that many special effects can be destroyed right after they are created, and their death animation will still run out. For example, you can easily do this:
Code:
Special Effect - Create a special effect at TempCSPoint[(Integer A)] using Abilities\Spells\Undead\ReplenishHealth\ReplenishHealthCasterOverhead.mdl
Special Effect - Destroy (Last created special effect)

and the effect will still finish to the end before dissapearing. Of course, not knowing what model you use for your effect, I can't know if this can be done in your case; this does not apply to all models out there.
07-25-2004, 07:43 PM#4
Milkman
Or you can do something like this:

Actions
Custom script: local location udg_temppoint
set temppoint= caster, target, whatever
Special Effect - Create a special effect at (temppoint using Doodads\Cinematic\Lightningbolt\Lightningbolt.mdl
Set Temp_SFX[1] = (Last created special effect)
Wait 4.00 game-time seconds
Special Effect - Create a special effect at temppoint using Doodads\Cinematic\Lightningbolt\Lightningbolt.mdl
Set Temp_SFX[2] = (Last created special effect)
Then destroy them, it doesn't really matter if they remain unseen for a few extra seconds right?

For each (Integer A) from 1 to 6, do (Actions)
Loop - Actions
Special Effect - Destroy Temp_SFX[(Integer A)]
07-31-2004, 09:26 AM#5
oNdizZ
Thx all :) i'ev fixed it now...