| 12-01-2002, 02:53 AM | #1 |
Does anybody know how to make the unsummon animation show for all buildings, even ones with non-building models? Right now in my map, I have some buildings with models from doodads (like Doodads\Ashenvale\Props\Obelisk\obelisk2) and the unsummon animation doesn't play when you unsummon that building. It still gives back the resources and kills the building like normal, but I would like it to also play the animation. I did a search for the unsummon animation in all the .txt and .slk files but it only found it in UndeadAbilityFunc.txt where the Targetart for unsummon is defined. Anybody know how to make the unsummon animation play for buildings with non-building models? |
| 12-01-2002, 11:43 PM | #2 |
Guest | Yah. A txt file, called MiscData.txt has all the information in it. It has info for what fires apear on which race's buildings and things. The data is in this file. It also has hero level cap in it. I don't think it will be able to be put in a map tho. Hasn't worked for me. |
| 12-02-2002, 01:20 AM | #3 |
Changing a max hero level only works if you put the file into the war3.mpq If you do this, all player playing the map must have the .mpq. The max hero level even possible with that I believe was 15. |
| 12-02-2002, 01:52 AM | #4 | |
Quote:
I find nothing related to fires on buildings or the unsummon effect in miscdata.txt. Doing a search for "unsummon"(because the unsummon animation is Abilities\Spells\Undead\Unsummon\UnsummonTarget.mdx) in all text and slk files from the original war3.mpq and those in war3patch.mpq returned the following results (files found in both are only listed once): AbilityData.slk AbilitySounds.slk AmbienceSounds.slk CommandStrings.txt TriggerData.txt UndeadAbilityFunc.txt UndeadAbilityStrings.txt WorldEditStrings.txt I was unable to find any place in any of those files defining which models the unsummon animation would play for. Note that it is NOT only for undead building models, and I've used some modesl from human buildings and it still plays on those. |
| 12-02-2002, 04:45 AM | #5 |
You can recreate the effect by simply setting up a trigger: Event Player unsummons building condition Race of unit not equal to undead (no point in having it do it for buildings that do it already) Action Attach unsummon.mdx to origin of building Since it's attached to the building it'll disappear with it, won't happen too often so I doubt a crapload will assimilate in memory. Fairly simple. Oh and it's not unsummon.mdx, that's just for example, I can't remember the real one off the top of my head. |
| 12-04-2002, 01:46 AM | #6 |
While a good idea, it unfortunately doesnt work. Attack effects to a building that uses the model Doodads\Ashenvale\Props\Obelisk\obelisk2 does not seem to work. It shows fine for other buildings (btw, the condition would'nt work, it shows up fine on all models normally used for buildings, so I just set the model in the text file to nothing so it wouldnt show up for any of them and then added the trigger). The problem is that doodad models (at least that one) dont have the information to define attach points. |
| 12-04-2002, 03:47 AM | #7 |
You COULD try creating the special effect at the location of the building. Dunno the trigger off hand or if it's possible in the GUI but it's been done on the special effects map I have. |
| 12-04-2002, 12:12 PM | #8 |
Yeah, but that would take a lot of work, because the effect wouldn't get automatically destroyed and I would have to make an array and either a loop with a wait or a periodic trigger to clean up the effects left. Would be nice to find a 'clean' solutution. |
