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Ugly projectiles..

03-02-2007, 09:17 PM#1
Toink
I have noticed that projectiles made through the CS does not rotate on the Z axis. That will make them look very ugly, especially for arrows and other sharp things. Will projectiles rotate on the z axis in the later versions?
03-02-2007, 11:39 PM#2
Pheonix-IV
As there is no way to rotate models on a Z axis with triggers. No.
03-03-2007, 12:42 AM#3
Toink
There is..
Quote:
Originally Posted by Vexorian in his Documentation
________________________________________________________________
function Caster_SetZAngle takes unit caster, real ang returns nothing
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ ¯¯¯¯¯¯¯¯¯¯¯¯¯¯
A moving special effect, projectile, Static ability caster or Area damager effect, or
just a Caster you gave a special effect, can now rotate at the Z axis to help you have some
extra possibilities when making special effects for your abilities.

Just use this function and use an angle from the ground and you are now able to rotate
any model on the Z plane.

This function requires you to have the latest version of the dummy.mdx model.

Note: For some odd reason the angle resets back to normal whenever you use this function
again, so you can't make loop movement.

Note: As a secondary effect, the facing angle of the caster will get locked
03-03-2007, 02:00 AM#4
Pheonix-IV
Well whadda you know, you can rotate on the Z axis. Wonders never cease.

It says you can't make loop movement though, so i assume what you're after isn't doable.
03-04-2007, 02:54 AM#5
Vexorian
Projectiles do rotate in Z angle correctly, unless you are kind of using some 1 year old version...
04-05-2007, 01:10 PM#6
Toink
Ugh it's doing it again! Me arrows look feckin ugly arcing without rotating on the Z axis. I'm using 14.2, I've imported the new dummy model, which solved my problem along time ago. Now that problem has come to haunt me again. Am I using the wrong dummy model or what?
04-05-2007, 01:22 PM#7
Vexorian
yes, you should be doing everything wrong. Or using speed slower than 550? Or not really updating the model? It could be that you have an old version of that model in warcraft III's folder and it is overriding the other one when saving.
04-05-2007, 02:15 PM#8
Toink
Ah, so speeds lower than 522 don't rotate on the Z axis.. <_<

Thanks <_< Here's 1 candy for you 8D
04-05-2007, 02:31 PM#9
Vexorian
Well less than 550 is an "optimization" to use normal unit movement. But now that we don't use gamecache at all for that stuff the best would be allowing it to use the timer based projectile system for every speed, gonna try updating later.