| 08-10-2006, 02:09 AM | #1 |
Ok i have a few things i want to add to my map but i dont know how to start it. Just want to know how i could go about. The ability to base them on etc... Triggers i dont need explaining but it will all be in JASS. 1. I want to give a tower a slow aura ability, so enemy units within range are slowed. 2. I want to make an ability that when cast it places 6 units in a circle around the casting unit and make them invisible to the enemy. When the enemy comes within range of these hidden units, they unhide and attack the unit. Basically and ambush. 3. I want an air strike ability than can be cast from a building anywhere on the map. 4. Using triggers, how can i make a slow rotating fire ball effect around a unit? The unit will always be stationary when its needed. |
| 08-10-2006, 02:21 AM | #2 |
Hello^^ 1) Use Tornado's Slow Aura, doesn't need jass at all ;-) 2) Make it base on Roar and make it no-effect(or just use "Summoning Ritual" by Naga Summoner), then using trigger is enough(create some normal archers around) 3) Make a Blizzard ability with looooong "Cast Range" ^^ 4) (It should be 4, lol) Find the ability from the Orb of Fire, and make the unit possess the ability, then make the ability no-effect. Problem solved! ;-) |
| 08-10-2006, 02:50 AM | #3 |
LOL yeah i just saw all the mistakes i did. Thanks for that, ill give it ago. One more thing i forgot to ask. Can i hide the items a unit has from the enemy?? I dont want them to see what other players have. |
| 08-10-2006, 03:05 AM | #4 |
Set "Enemy Invertory Display" in Advanced -> Gameplay Constants to False. |
| 08-10-2006, 06:09 AM | #5 |
1) Tornado aura is hidden from owner of building/unit. Use Enduranse Aura, but before set bonuses to negative values (shit+click) and set up targets (uncheck friends and check enemys). 2) Use "polar coordinates" function to place units around caster, it very easy to set up. After units is created cast Invisibile (human sorc) via dummy cast (create unit order unit to cast spell w8 then remove dummy) (Jass == Use caster system for this if cant write your own functions). 2.1) After cast create RECT and then register enter rect event, inside new local trigger, bound group of your created units to this region, if unit created order group to attack and destroy RECT based trigger 3)Register cast event and then create some unit with area attack (artilery) and order it attack ground point of ability beeng cast. 4)Bound some unit with fireball model to timer and other unit. |
| 08-10-2006, 09:09 AM | #6 |
Ok all those ideas worked thanks. Now, can someone explain to me these variables in WE. Art - Target Attachment Point I dont know what they are and how to use them. Can someone shed some light on this for me? |
| 08-10-2006, 09:24 AM | #7 |
Ha, do you think this "a trigger problem"? ^^ There are many "attachment points", like chest, origin, head, weapon, and such. They determine where the corresponding "Art - x" should be attached. So, "Art - Target Attachment Points" determine where "Art - Target" should be attached. |
| 08-10-2006, 10:21 AM | #8 |
Only models with points allow you to add effects. "origing" (auras, all) "chest" (rejuwenation, elven bears) near all models this attach points. Check buff editor section for more infomation about. |
| 08-10-2006, 10:36 AM | #9 |
nope got it thanks again boys! ^^ |
| 08-10-2006, 11:46 AM | #10 |
You can open model (mdl is simple text) and check what points it have, this will help with SFX. Also you can use functions like this to add basic SFX. tested JASS:function InstantSFX takes string Stri_S, real Xcoo_R, real Ycoo_R returns nothing call DestroyEffect(AddSpecialEffect(Stri_S,Xcoo_R,Ycoo_R)) endfunction for single player not tested well JASS:function InstantSFX takes string Text_S_1, real Xcoo_R_1, real Ycoo_R_1, player ForS_P_1 returns nothing local string Temp_S_1 = "" //for anti desync pre declaration if Temp_S_1 == Text_S_1 then return endif if ForS_P_1 == null then //for anti crush, this IF uses isslotingame function return //but this will work too i hope (not tested only this) endif set Temp_S_1 = Text_S_1 //for local player filter setup if GetLocalPlayer() != ForS_P_1 then //if player wrong null effect created set Temp_S_1 = "" endif call DestroyEffect(AddSpecialEffect(Temp_S_1,Xcoo_R_1,Ycoo_R_1)) //action set Temp_S_1 = "" //cleanup //values parsed directly do not leak (strings leak outside function, on function calls) //string is effect path, also dont create effect outride map area endfunction |
