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[FX] Sliding Effects

04-20-2006, 11:25 PM#1
vile
I think these can be really useful, they are to me.
Instead of recreating a special effect on a sliding unit all over again (good for knockbacks and such), you can just add a buff or just add this effect once, it's a repeating effect.
Includes normal dust, dust with rocks, and water.
Attached Images
File type: jpgslidepack.jpg (27.5 KB)
Attached Files
File type: zipSlidePack.zip (1.3 KB)
04-21-2006, 03:06 AM#2
elemental
look cool :D
04-21-2006, 10:33 AM#3
erwtenpeller
YES, BRILLIANT. This definetly has my approval. This is a good example how something can be so simple, but infinately usefull.
04-22-2006, 02:47 AM#4
Punisher_x
Yah good work it saves alot of useless thinking
04-22-2006, 07:44 AM#5
Meanie
This is soo damn useful for sliding effects

Off-Topic: How do i detect if point is water? IsPointWaterLoc(loc) from vexorians caster system doesn't work and ispathathable amphibious doesn't work either
04-22-2006, 10:00 AM#6
vile
I dont think that question should be put here, but rather in the triggers section. I have a function to detect that though. Vexorian's IsPointWater didn't work so well for me for some reason, he used TERRAIN_PATH_AMPHIBIOUS or something like that.

Collapse JASS:
    if IsTerrainPathable(GetUnitX(u), GetUnitY(u), PATHING_TYPE_FLOATABILITY) then
        <add dust effect here>
    elseif not IsTerrainPathable(GetUnitX(u), GetUnitY(u),PATHING_TYPE_WALKABILITY) then
        <add water effect here>
    endif

I suggest attaching it to the right foot of the unit, looks best.

Edited by Blade.dk. Reason: Jass tags.
04-22-2006, 11:08 PM#7
Tim.
Again, very simple, but useful. Approved.

Personally I find attaching to origin works just fine, especially when the unit is still being animated.
04-25-2006, 06:20 PM#8
Rinpun
Very nice! I especially like the water effect.
05-02-2006, 12:49 PM#9
arpha_storm
This is really good stuff :D
01-24-2008, 05:11 AM#10
Nexas
Very, Very nice +Rep