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Couple Questions

07-18-2005, 11:34 PM#1
FLUFFwc3
Hey, I have a couple questions and if I have more later I'll just update this thread so as not to clutter the forum. Thanks for any help that can be provided.

1. How do I "activate" ressurections stones so they glow? I don't need them to rezz anything, I just want the glow. They can be trigger turned on or maybe something in the object editor?

2. How do I make a custom unit with a moonwell model have the water in it? I gave it the Replenish Mana and Life ability and i has a mana pool w/ regen., but no water.

3. What are, in your opinion, the best dummy spells to use for a triggered ability? Best for: non targeted, targeted, area of effect.

EDITED: Added 3rd question
07-18-2005, 11:35 PM#2
Vexorian
I think it is an animation of the stone model, else it is a special effect, I would vote for animation
07-19-2005, 01:09 AM#3
BBDino
Yea an Animation - Play action should allow you to cause the stone to play its glowing animation.

Moonwell water.

It is governed by the Replenish Life and Mana ability (the 4 effects under "Art - Effects" are the water) thus giving your moonwell unit the ability *should* be enough.

If it isnt working i would try C&Ping the moonwell and editing it instead of editing something else to look like a moonwell, that way at least you can figure out what changes break it. For instance it may only work properly if the 'moonwell' is a building.
07-19-2005, 01:14 AM#4
Guest
1) Make and run a trigger like this
Animation - Play (Ressurrection Stones)'s stand alternate animation
Animation - Play (Ressurrection Stones)'s stand work animation
These are both two different animations, choose one, they both are are glowing though.
2) Unit has to have mana with the Replenish Mana and Life Ability, or you can attach a special on the unit like this
Special Effect - Create a special effect attached to the overhead of (Unit)<gen> using Abilities\Spells\NightElf\MoonWell\MoonWellTarget.mdl.
07-19-2005, 05:39 PM#5
Elven Ronin
3) Channel , because it can be used for all 3 and you can change the order id or whatever its called in the data field so you can have multiple instances on one unit.
07-19-2005, 09:57 PM#6
Panto
I agree completely with Elven Ronin. The only time I wouldn't use Channel is if you wanted to take advantage of an AI trait of an existing spell, like if you wanted the unit to automatically do an AoE spell amidst friendly wounded units, you'd choose Healing Spray instead of Channel because the computer will automatically use it how you want it to be used, and there are no negative side effects.

But yea, Channel is Blizzard's godsend to triggered abilities.
07-20-2005, 12:32 AM#7
Vexorian
Channel is really bad actually, you have to set plenty of fields and it doesn't have an option for projectile. Adding that to the fact that the AI never uses it, it is a very bad idea unless you need thousands of abilities of the same kind on the same unit so you take advantage of changing the order id.