| 01-22-2007, 06:46 AM | #1 |
I want to make an effect to make my hero leave a trail of flowers behind him whenever he moves. These flowers MUST dissapear(if not fade) after 3 seconds... Is this possible? |
| 01-22-2007, 07:00 AM | #2 |
sure, anythings possible, it would look best with an effect that you could create wherever hes standing every .2 seconds and clear the point..but you would have to get a flowery effect model if you cant make one. |
| 01-22-2007, 07:13 AM | #3 |
Do tell me how to do this properly...I just tried to make a trigger for this and well...it doesn't work. I am 90% sure that my trigger is damn wrong. |
| 01-22-2007, 09:18 AM | #4 |
Best way would be to create a unit with the flower doodad model and the locust ability. Then have a global trigger which creates one of these flower units at the location of the hero every .2 seconds or somesuch and gives them a 3 second expiration timer. You'll need to dress it up in variables and custom script to remove memory leaks too. |
| 01-22-2007, 11:28 AM | #5 |
Can you give me at least a trigger guide on how to do this? All I can see is a destructible - create destructible thingy...Don't know much about scripting yet... |
| 01-22-2007, 05:00 PM | #6 |
Did he say anything about a destructible? Create a unit, give it a flower model, give it the locust ability. Every .2 seconds create that flower unit at position of the hero with a timer that expires itself after x seconds. |
| 01-22-2007, 06:04 PM | #8 |
How to do: - Get your flower model. - Create a trigger which fires every ~0.2 seconds - Create your flower effect wait 3 seconds destroy the effect (in case you want it fading, you must use a moddel which has a fading death anim or use units instead) Note: This can be done easily with jass without any problems nor lag (if the flowermodel polycount is decent). Possible way: Make your hero use a custom model and add some "footprint leavers" (I have no clue how to do it, but should be possible) |
| 01-22-2007, 08:53 PM | #9 |
you could achieve the efect you want by replicating it from illidan's burning footprints |
| 01-22-2007, 09:55 PM | #10 |
Hey tidehunter, what's the purpose of these two lines? Trigger: Custom script: call SetUnitX(bj_lastCreatedUnit, GetLocationX(udg_TempPoint))
![]() Custom script: call SetUnitY(bj_lastCreatedUnit, GetLocationY(udg_TempPoint)) |
| 01-22-2007, 10:07 PM | #11 |
So that the unit with the flower model will be created where on the unit you want it |
| 01-22-2007, 10:37 PM | #12 |
Isn't it LastCreatedUnit (not lastCreatedUnit)? |
| 01-22-2007, 11:12 PM | #13 |
he used a bj_lastCreatedUnit |
| 01-23-2007, 04:11 AM | #14 | |
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How exactly do I even do this? I tried the Tide Hunter's trigger...i'm still...well...working on it... |
| 01-23-2007, 04:35 AM | #15 | |
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It isn't required, to my knowledge. Since temp point has the x and y of the unit, and you create it at that point, you should not have to then move it to the same point. Unless there is some glitch I'm not aware of. |
