| 07-06-2006, 09:57 PM | #1 |
I add a special effect (a shield thingy) to my units right hand with a trigger. Now I don't know how to remove it properly. I've tried setting it as a special effect variable and then removing it with triggers, but for some reason it doesn't work. What gives? Edit: Apparently there was recently a similar topic by Rexxxar. People told him to do just the same I have done. Is there some sort of problem/bug with GUI when dealing with special effects? |
| 07-06-2006, 10:18 PM | #2 |
| 07-06-2006, 10:25 PM | #3 |
Nice tutorial, but doesn't seem to answer my main question. Answered the other one thought, edited it out. Edit: Got tired of waiting, used the akward method. Edit 2: Brilliant, didn't work. Time for an even more akward system. Is that "using-ability-thingy" on the tutorial actually supposed to work? What is missing? |
| 07-07-2006, 05:26 AM | #4 |
What are you exactly doing that is causing your trouble? Are you attaching both sword and shiled to the same hand? Is your ability an item ability? I think we need a little more details |
| 07-08-2006, 03:43 PM | #5 |
A new question, read the first post. |
| 07-08-2006, 04:03 PM | #6 |
Are you storing them within a variable? |
| 07-08-2006, 07:37 PM | #7 |
I agree with Alevice, i cant believe you expect us to help you with that much detail. Give more infomation for god sake! A screenshot, the triggers, anything. You havent told us ANYTHING atall but your attaching a effect. |
| 07-08-2006, 09:29 PM | #8 |
Trigger: ![]() Unit - A unit Uses an item
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![]() Special Effect - Destroy ShieldEffect[(Player number of (Owner of (Hero manipulating item)))]
![]() Special Effect - Create a special effect attached to the right hand of (Hero manipulating item) using Imported\Plated.mdx
![]() Set ShieldEffect[(Player number of (Owner of (Hero manipulating item)))] = (Last created special effect)I use two different shield models for two different shield types and when I use both types, two different models appear on the model i.e they are not removed. |
| 07-09-2006, 07:54 PM | #9 |
You'd likely be better off using abilities based off (for example) the Tornado slowing aura - just nullify the actual slowing area and magnitude, and change the attachment point and attachment to your weapon or shield. Make one of these abilities for each weapon and each shield, then just add and/or remove them as you go along. This way, you don't have to keep track of special effects at all, but rather just check for and strip all shield abilities from a unit before adding a new one. |
