| 08-19-2004, 01:21 AM | #1 |
How could I get the sweet scorched ground effect like Flame Strike, without the flames striking? |
| 08-19-2004, 01:26 AM | #2 |
Just use a special effect, create it at the point where you want that "effect". |
| 08-19-2004, 01:29 AM | #3 |
I want just the burnt texture on the ground, not the flames in the air. |
| 08-19-2004, 01:31 AM | #4 |
put on blight then make a unit ingame with the ability Dispel Blight (Large) and temporarily put him into the game and remove him |
| 08-19-2004, 05:00 AM | #5 | |
Quote:
I tried it but it doesn't look very good at all. |
| 08-19-2004, 07:45 AM | #6 |
I donr konw, maybe add burning oil to a missile unit and then remove? |
| 08-19-2004, 01:35 PM | #7 |
Use flame strike and remove the effect? |
| 08-21-2004, 05:22 AM | #8 | |
Quote:
Are you saying I could cast flame strike, with say your caster system, and then destroy the effect using the "Destroy (Last Created Effect)" trigger? I will tell you what I ended up doing. I made a modified version of an orc Great Hall, then used the following actions: Unit - Create 1 AB_BurntGround for Neutral Passive at AB_BurntGroundPoint facing Default building facing (270.0) degreesThis creates the burnt texture on the ground and and bit of fire and debris. It looks fine for my purposes, but I'm not sure how efficient it is. This happens 7 times at once, along with a bunch of other effects, to create a massive explosion effect, so it lags on the first execution. I have some Special Effect, Environment and Sound actions, along with a lot of Create Unit and Kill Unit. How could I pre load this stuff or whatever to make it run smooth the first time? |
| 08-21-2004, 06:49 AM | #9 |
The lag that happens the first time is a graphics lag, it happens because war3 must load all the models. To avoid this, you can pre-place the units with these models on the map somewhere and destroy them at map initialization. Apart from that, it seems that your spell creates a lot of point objects (whenever you do something at a point, like "create unit" or "create special effect", if you don't reference a point variable directly, but use a function like "random point in region" or "position of unit", a point object is created which must be destroyed later to prevent memory leaks). Look into a tutorial to see how to remove these memory leaks (altrough one spell, even if it creates many point objects, if it's just an ultimate that is rarely cast, it's far from critical; generation of point objects (or other, like unit group objects), is usually a problem with periodic triggers that loop a lot, or events that happen often like "unit enters region" etc...) |
| 08-21-2004, 01:10 PM | #10 |
I meant remove the effect in the object editor |
| 08-22-2004, 03:20 PM | #11 |
Thanks Anitarf, I made a trigger to create and remove all the units at coordinates 99999, 99999 at map intialization. That seems to do the trick. Lord Vexorian, good idea, unfortunately the nice crater effect of flame strike seems to be inexorably attached to the crazy flames and swirlies that go along with it. I can isolate the burning ground effect with the short flames and brief black spots, but that isn't cool enough. |
| 08-22-2004, 08:42 PM | #12 |
I remember now, it is an uber splat attached to the flame strike model, the only way of having that would be making a model that only shows the uber splat, that is really easy and will take very few space, let me do it, and bring it tomorrow |
| 08-23-2004, 06:46 PM | #13 |
Here it is, after importing it use it as a special effect, the splat will never appear in WE btw, and needs at least normal texture quality |
| 08-24-2004, 05:01 AM | #14 |
Awesome! This could be useful for many things. But now how do I apply it such that it fades away slowly like flame strike and dead building do? I tried applying it using the special effect trigger, but removing it will remov it instantly. That is no good. :( |
| 08-24-2004, 12:32 PM | #15 |
Actually destroying the special effect makes it fade away, unless you destroy the effect instantly Try this Trigger Destroy After 0 seconds Events :none conditions: none Actions: custom script: local effect fx = bj_lastCreatedEffect wait 0 seconds custom script: call DestroyEffect(fx) Now just after you create the effect execute that trigger |
