| 06-09-2006, 08:16 PM | #1 |
For instance, those bursts of flame and frost, and spike pit doodads you can place that look obviously like traps. How do I make it so when a unit is hit by the trap animation, they take damage so that the animation and the damage occur together? |
| 06-09-2006, 08:26 PM | #2 |
Making them units would probably make them a lot easier to deal with. |
| 06-09-2006, 08:47 PM | #3 |
Can you give me the details, because I have no idea where to begin. |
| 06-09-2006, 10:13 PM | #4 |
Moved. |
| 06-10-2006, 01:37 AM | #5 |
Make them a ward and set the attack cooldown to when he animation works. Or apply a wait time to a trigger. |
| 06-10-2006, 05:37 AM | #6 |
um try open the blizzard old maps (the warchasers, or something, cant remeber, is an RoC map under senario), there is a trigger for the thing you want anyway try open some of their maps too, you can learn alot from there (well.. at least for me, my basic from wc3 editor are all from there) |
| 06-10-2006, 05:39 PM | #7 |
War chasers just uses goblin land mines, but doesn't time the trap damage with the pulse of the animation... If I was using a unit, how would I time their attack with the animation, through trial and error? Also how would I make it so they would only attack in one direction... That if you are standing diagonally from the trap and the fire isn't touching you, wouldn't you still be getting attacked and taking damage? |
| 06-10-2006, 05:42 PM | #8 |
Why would you be timing the attack with the animation...? You have control of the animation, so why not time the animation with the attack? As to the direction, you'd have to pick everything in the area and then do some trig and linear programming. |
| 06-10-2006, 05:59 PM | #9 |
I just don't understand what your saying, Im not sure what I am suppose to do... I tried making a unit based on a serpent ward. I tried changing his model to that of a fire trap. "which makes him completely unselectable in the map editor to change the player he belongs to or the direction it is initially facing" I also tried just making it a shadow and giving him a projectile attack with fire trap is the model, and that didn't work at all... Im just not sure what Im doing and what I need to do to make this work properly. |
| 06-10-2006, 06:12 PM | #10 |
Make a unit and via triggers set animation speed to 0%. Then whenever you want to (In a periodic timer or some such) set the animation speed to a fast value, I'd probably test it with 200/250% to create the animation. Then immediately afterwards I'd set it back to 0% and wait for the next instance of the timer. That is how I would do it. |
| 06-10-2006, 08:21 PM | #11 |
Ok, I think I got a nice trigger system working combined with a unit... Let me know if you see any problems. I created a unit for fire trip and side fire trap, both based off a ward, both with no attacks, no aquisition range and no collision. The trigger starts when you enter the gauntlet which actives the trap triggers, which look like this. wait 2 seconds Create 1 fire trap for neutral hostile at center of region Set Trap1 = "Last Created Unit" wait .20 seconds Pick every unit in (units in this region this region) and do (unit - set life of picked unit) to (life of picked unit -25) "repeat" "repeat" wait .40 seconds Kill Trap1 Run this trigger This trigger seems to work perfectly fine for both types of traps, can you notice any problems I may run into using it? Also should I have like a short delay between the activation of each trap so the setting variable for last created unit doesn't get conflicted if two traps create at the same time? |
| 06-10-2006, 09:16 PM | #12 |
Trigger tags are nice |
| 06-10-2006, 10:45 PM | #13 |
The only problem I seemed to have encountered is with the unit itself... I cannot make it appear very close to walls, even with collision set to 0 if they are too close to a wall the trap will not appear... How can I make this work without giving the unit flying? Because with flying is messes up the placement position and makes it a lot harder to position the trap to spawn in the right place. |
| 06-10-2006, 11:52 PM | #14 |
The only way i can think of is to turn collision off, so its like locust, or a thought, just add locust ability, it will walk through anything then |
| 06-11-2006, 01:29 AM | #15 |
I don't think that has anything to do with locust ability, but because the locust unit can fly... If you give a locust ground movement, then it can no longer go through walls. |
