| 05-24-2007, 12:01 AM | #2 |
Set it to a variable andd= destroy the variable |
| 05-24-2007, 07:30 AM | #3 |
Last created special effect refers to the last created special effect; you are making one for every enemy in a region, so at best only one of those will be destroyed, and possibly one elsewhere on the map that was just created. In order to keep track you will need to use local variables, using this trick; global variable: type: effect name: TempEffect Trigger: Actions![]() Custom script: local effect udg_TempEffect![]() Special Effect - Create a special effect at YourPoint using Whatever.mdl![]() Set TempEffect = (Last created special effect)![]() Wait X seconds![]() Custom script: Now you can use the TempEffect global to manipulate the effectYou would need to do a similar thing for the lightning, but i seem to remember you can only use this trick once.. so you would need to do it in JASS to make your life easier. |
| 05-24-2007, 03:41 PM | #4 |
Looking at it again, that wont work at all. You need to have seperate loops for each wait, and use several arrays. |
| 05-24-2007, 10:48 PM | #5 |
ya ok i tried ur reccomendation alex and it popped up saying "expected code statement" and the line saying "local effect udg_tempeffect" is highlighted |
| 05-25-2007, 12:00 PM | #7 |
sweet it works thanks a lot +rep for sure but i got another question how do i create and effect that is much larger than it normally would be? because i want to create an explosion of energy that damages but i want it coming from the point of the ability being cast |
| 05-25-2007, 07:51 PM | #8 |
You can attach effects to units with different scales; this way you can change the scale and move the effect around. You can get a dummy model specially designed for this like; the two I know of are in Infrane's Particle System and Vexorian's Caster System; these also have animations so you make the effects point in all directions and stuff. Then just make a unit with locust and that model and attach your effects. |
