| 09-06-2004, 09:39 AM | #1 |
Guest | I'm trying to make a skill that works like Faerie Fire, but it tracks your footprints for a graphic instead of having the little faerie fire graphic hover above your head. I want it to work like evil Illidan's footprints but I don't know how to do it. Is there a skill or buff that he has that makes the footprints? |
| 09-06-2004, 12:14 PM | #2 |
Guest | Well, the footprints are naturally attached to Illidan but you can find the footprint model as a somewhere in the doodads. thats all i know. hope that helps. |
| 09-06-2004, 12:26 PM | #3 |
Guest | What I've done is attach one of his footprints to the "origin" of the unit as a buff for the ability. The only problem is that there is no attachment point for the ground (well none that I have found). I just thought that maybe someone knows of an invisble passive ability that evil illidan has that makes the footprints. |
| 09-06-2004, 01:28 PM | #4 |
Nearly every unit makes footprints.. Evil Illidan's just stand out because they're on fire. I believe footprints are part of the hardcode of each model base, not sure. |
| 09-06-2004, 05:22 PM | #5 |
Footprints are indeed part of the model. If you want to leave a trail of Illidian footprints, the way i see it possible is as follows: Create a unit with the footprint model, with the Locust ability (Aloc) so it cannot be selected, no attack, no movement, no collision and invulnerable. Then every second, create one of these units with an expiry timer at the location of the target unit. It might have a simpler way with JASS but i dont know JASS. You might also want to try asking in trigger haven |
| 09-06-2004, 05:31 PM | #6 |
Footprints are actually an event in the unit's animations. The only way to actually modify that is to edit the model's .mdl manually. What you could do is have a morphed version of the hero with the footprints. That's the only watertight solution. Otherwise you'll just have to use that periodic trigger that creates a footstep if the unit is moving. |
| 09-07-2004, 12:44 AM | #7 |
It's also a Doodad, the model path is Doodads\Cinematic\DemonFootPrint\DemonFootPrint. You could always make a trigger that attaches this model to the ground every x seconds at the same point as where the unit is (if its affected by your ability)...of course getting rid of them after a certain amount of time would be a pain. EDIT: Sorry, I didn't read the post before mine, it says the same thing about the trigger. |
| 09-07-2004, 09:58 AM | #8 |
Guest | I worked it out, someone explained it in a thread before. I just used a trigger to attach them every .15 of a second which is about the time of a step. Then this trigger ran whenever I used the ability. The footprints also disappear automatically which is an added bonus :) I'll post the trigger here for later use: Track - 1. My hero uses ability 2. Check that he is using the right ability 3. Var TrackedPerson = Target person 4. Run Footsteps Footsteps - 1. Place footprint (left or right) 2. Wait .15 seconds 3. Place other footprint 4. Wait .15 seconds 5. If TrackedPerson has buff of the ability still active - Run footsteps Else - Do nothing And that was all. The footprints still spawn while to unit is standing still. That's because I couldn't find a Movement action for a creep (as an event). Also, the footprints don't rotate as the unit moves. But that is a minor problem. At least it works :) |
| 09-07-2004, 10:30 AM | #9 |
Sounds good! You're making an AoS with this skill? |
| 09-07-2004, 01:58 PM | #10 |
I've heard that minimum time for a wait is 0.25 seconds so you might have to restructure that trigger to make it work exactly as you want it (use periodic events). |
| 09-17-2004, 01:15 PM | #11 |
Guest | It works fine for .15 seconds. Also, I was using this to make a hero skill to enter in that hero competition on www.wc3sear.com |
