Register for free, and make this box disappear!

Welcome to the BF Forums! Register Now, It's Free!


Welcome to the BF Forums; your source for the latest video game news, strategies, discussions, and resources. Join over 66,000 like-minded gamers to chat about your interests in our community.

You are currently viewing the forums as a guest user, which limits your access to certain content, contests, downloads, and more. By joining our free community, you will be able to respond in discussions/articles, contact members privately (PM), participate in regular-scheduled contests, see less advertisements, and have access to many other features. Registration is quick, easy, and completely free.



Have your questions answered. Share your thoughts about a topic. Take 2 minutes, Register Now!
BattleForums.com Forums > Major Games > Warcraft > Warcraft Maps and Modifications

We're Half-Way There!! - BF Lotto: $50 Ebay or Amazon Gift Card - A Single Click is All It Takes...

Reply
 
Thread Tools Display Modes
Old 09-06-2004, 02:46 PM   #1 (permalink)
BattleForums Junior Member
 
SlayMaximus's Avatar
 
Join Date: Dec 2003
Location: Virginia
Posts: 64
Help on Special Effects - Flame Strike

I'm working on a TD in which I want to toss Napalm balls from a catapult. The projectile speed is slower to give the effect of flaming balls being flung about. When they hit the ground (target), I want to create a flame strike effect, either by triggering an actual flame strike ability to create a persistent damage effect or simply creating the special effect at the right location and using the attack parameters for damage.

I though this would be routine and had seen other TDs (like Wintermaul) do something similar. But, it seems that they trigger the special effect when a unit is attacked using a trigger event. Using this model, I developed the following:

Napalm
Events
Unit - A unit owned by Player 12 (Brown) Is attacked
Conditions
(Unit-type of (Attacking unit)) Equal to Napalm Catapult (Fire)
Actions
Special Effect - Create a special effect at (Position of (Attacked unit)) using Abilities\Spells\Human\FlameStrike\FlameStrike1.md l

Unfortunately, this causes the effect to occur immediately upon the initialization of the attack (i.e. when the napalm is launched) and not when it actually impacts the target. In Wintermaul, for example, this problem is avoided by using a very fast projectile speed (10000) so the delay in imperceptible. I also cannot find an event for when a unit takes damage from (instead is attacked by) a specific unit.

Any ideas how to implement this?
SlayMaximus is offline   Reply With Quote
Beitrag Sponsored Links

__________________
Ads suck! Take 2 minutes to register for your free account, and GET RID OF THESE ADS!
Old 09-06-2004, 03:53 PM   #2 (permalink)
BattleForums Senior Member
 
IceDevil9's Avatar
 
Join Date: Feb 2003
Location: CA
Age: 20
Posts: 3,420
I think the only thing you could do is what Wintermaul did, to increase the projectile speed so its undetectable.

And takes damage from is almost the same as is attacked by.

-Frank :cool:
__________________



All brawn and no brains and all those nice things
And you finally got what you want
Someone to look good with and light you cigarette
Is this what you really want?

I've figured out, what you're all about
And I don't think I like what I see, so
I hope I won't be there in the end when you come around

How long will he last before he's a creep in the past
And your alone once again
Will you pop up again and be my special friend
Till the end and when will that be


:halo Kurt Donald Cobain 1967 - 1994 R.I.P. :halo

IceDevil9 is offline   Reply With Quote
Old 09-07-2004, 07:30 PM   #3 (permalink)
BattleForums Addict
 
Darimus's Avatar
 
Join Date: Oct 2003
Posts: 680
You could use Unit - Specific Unit: Unit Takes Damage.

This isn't a feasable option however, until the patch comes out which features the Event Response - Damage Source.

An option that can be working for now, is to make a Wait, which is as long as the cooldown. (So if you made the cooldown 2 seconds for example, do Wait 2.00)
Darimus is online now   Reply With Quote
Old 09-07-2004, 09:17 PM   #4 (permalink)
BattleForums Junior Member
 
SlayMaximus's Avatar
 
Join Date: Dec 2003
Location: Virginia
Posts: 64
Thanks for the comments. The best I could come up with, which is pretty close, is to create the trigger as below. It is similar to what you are suggesting Darimus, i think. It delays a period of time based on the distance the projectile travels to the target and can be tweaked so that the effect matches the projectile impact. Using the distance makes it more exact than a simple fixed delay. I tried (briefly) downloading the beta patch from Westfall and also modifying the storm bolt abilty to try and create the desired effect, but neither was as sucessful as below.

Napalm
Events
Unit - A unit owned by Player 12 (Brown) Is attacked
Conditions
(Unit-type of (Attacking unit)) Equal to Napalm Catapult (Fire)
Actions
Set Distance = (Distance between (Position of (Attacked unit)) and (Position of (Attacking unit)))
Set Flame_Delay = (Distance / 1000.00)
Game - Display to (All players) the text: (Waiting: + (String(Flame_Delay)))
Wait Flame_Delay seconds
Special Effect - Create a special effect at (Position of (Attacked unit)) using Abilities\Spells\Human\FlameStrike\FlameStrike1.md l
SlayMaximus is offline   Reply With Quote
 
Reply

Get rid of all these ads! Take 30 seconds to register.

« I was just wondering(this for anyone) | Any one up for team work? »

Currently Active Users Viewing This Thread: 1 (0 members and 1 guests)
 
Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off
Trackbacks are On
Pingbacks are On
Refbacks are Off


All times are GMT -4. The time now is 10:57 PM.



Powered by vBulletin® Version 3.7.2 | Copyright ©2000 - 2008, Jelsoft Enterprises Ltd.
Search Engine Optimization by vBSEO 3.1.0