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Spell special effects

08-16-2004, 07:17 PM#1
Ez8
Hi.

I'm making a spell that is based off Stormbolt.

But I need to add a special effect to the target unit when the spell connects. For example, I need to make it so that the target appears to have casted Roar when it is hit, because the Roar special effect plays when the unit is hit. How do I put in this?

Also, I need to change the sound that the spell makes when it connects. I'm trying to change it to the sound that plays when a unit gets killed by a cannon tower. You know, the sickenning crushing sound, when the unit explodes in a pulp. Where do I find this sound file?
08-16-2004, 10:20 PM#2
horusrogue
Well the sound is in the mpq, use either winmpq or the WE sound editor module to extract it...its would be in the misc sounds section or soemthing...not units, buildings, or environment...
08-16-2004, 10:41 PM#3
1)ragonspawn
For your first question, you can have it set a wait time equal to the distance between the two points divided by the speed of the missile, and then create the Roar effect on the unit. The formula in a simpler form:

For detecting when a missile hits: (Distance Between (Position of Casting Unit) and (Position of Target Unit of Ability Being Cast)/Missile Speed)
08-17-2004, 12:21 AM#4
iNfraNe
or: use unit takes damage event, if damage is same 2 damage dealt by the bolt.. then show the effect. Tho this is a rather sucky way it will work...
08-17-2004, 09:40 AM#5
SpadeZ
First thing, there are 2 types of sfx for roar, there is the battle roar sfx and the roar buff sfx. The battle roar sfx is the one where there is a quick aura like field that exudes from the caster. The roar buff sfx is the one with the glowing paw above the head. You'll have to figure out which one you want and replace it in this simple trigger.

Code:
    Events
        Unit - A unit Starts the effect of an ability
    Conditions
        (Ability being cast) Equal to Storm Bolt
    Actions
        Special Effect - Create a special effect attached to the overhead of (Target unit of ability being cast) using Abilities/Spells/NightElf/BattleRoar/RoarCaster.mdl

I'm not sure if this works. There might be some errors, if there are then people will surely point them out.

GL, .
08-17-2004, 10:43 AM#6
Ez8
Quote:
Originally Posted by SpadeZ
First thing, there are 2 types of sfx for roar, there is the battle roar sfx and the roar buff sfx. The battle roar sfx is the one where there is a quick aura like field that exudes from the caster. The roar buff sfx is the one with the glowing paw above the head. You'll have to figure out which one you want and replace it in this simple trigger.

Code:
    Events
        Unit - A unit Starts the effect of an ability
    Conditions
        (Ability being cast) Equal to Storm Bolt
    Actions
        Special Effect - Create a special effect attached to the overhead of (Target unit of ability being cast) using Abilities/Spells/NightElf/BattleRoar/RoarCaster.mdl

I'm not sure if this works. There might be some errors, if there are then people will surely point them out.

GL, .


That will cause the SFX to appear before the projectile connect.



I tried 1)ragonspawn's formula too, but nothing seems to happen. Besides, there's one flaw to 1)ragonspawn's formula: his formula assumes that both the stormbolter and the stormboltee are stationary. I don't think the formula will be accurate if you are stormbolting a moving unit.
08-17-2004, 11:02 AM#7
iNfraNe
and you didnt try toot's way becuz...? it works, I tried it