(>^^)> Ayumi's Question Thread <(^^<)

ayumilove

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~~~~~ Ayumi's Question Thread ~~~~~

Question 23: How do we detect that a unit is moving?
I guess this requires trigger. But I have no idea on how to make it.
Could someone spare some time to help me out? <3



Question 22: Activate / Active / Deactivate / Deactive / Activation / Deactivation Buff
hi guys! i have a new problem, how do i detect a spell which is activated?
such as searing arrows? can this be done in trigger?
for example, i want to detect whether my ally hero has activated his searing arrow. how do i do that? i can't view it unless he attacks someone right?


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ps:-
the previous questions and answers are backup in my 2nd post in this thread
<3
 

Exide

I am amazingly focused right now!
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Depends on the Animation that you want..
Use this trigger:

Code:
Untitled Trigger 001
    Events
        Unit - A unit Starts the effect of an ability
    Conditions
    Actions
        Animation - Play (Triggering unit)'s stand animation

Something like that.
EDIT: And, of course, add Conditions and stuff like that. And I doubt you want the Unit to do the stand animation. :p
 

lh2705

Just another Helper
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Isnt there a field where you can adjust what animation is played in the object editor for every spell? I think its the first field for every spell called "Art-Animation Name"
 

ayumilove

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hi guys, i have a question!

Question 21
how do i make the unit dont move without having a buff on the unit?
how do i make the food number beside the gold and lumber icon, dont change into
red color when the current food used is more than the food produced, i just wanna it white


Question 20: What are these ?

IMO - in my opinion
AFAIL - as far as i know
FFS = for f*cking sake
QFT = quit f*cking talking? ~ answered by Mr Zero


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Question 1: Answered <3
How do i make a hero to perform a specific animation when the hero is casting a spell?
Code:
[B][U]lh2705 Answers:[/U][/B]
Animations: stand,attack,slam,ready,spin(for blademaster models),channel
Adjust what animation is played in the object editor > Art - Animation Name

[B][U]Exide Answers:[/U][/B]
    [B]Events [/B]- Unit - A unit Starts the effect of an ability
    [B]Conditions [/B]-
    [B]Actions [/B]- Animation - Play (Triggering unit)'s stand animation

[B][U]Darius34 Answers:[/U][/B]
Remember that not every hero has every animation - certain heroes have specific ones, such as Blademaster's spin and Far Seer's chain.

[B][U]Tutorial Answers:[/U][/B]
http://world-editor-tutorials.thehelper.net/cat_usersubmit.php?view=32588

Question 2: Answered <3
i was wandering, does animation leak? just like special effects
do i need to set it into a variable or something then use a custom script to destory it?
Code:
[B][U]Chocobo Answers:[/U][/B]
Animation is not a leak. Else there would be plenty of them

[B][U]Evan1993 Answers:[/U][/B]
No, an animation is not a leak.

Question 3: Answered <3
I came across a few factors that causes memory leaks, and one of them is lightning.
What is Lightning? Where do people implement lightning features? Is it in spellmaking?
Code:
Lightning is basically illuminating an area, if you put used Chain Lightning at night, you would see some light and a thunderbolt, this is what lightning refers to
Lightning can be used in Spells, such as making an area go red and the missle art turn into a red thunderbolt for a while and such. Chain Lightning for example has a Lightning Effect option which allows for either Blue, Red or some other Lightning colors.

Question 4: Answeered <3
How do I destroy a variable array? My variable array stores lightning effect
And i use this code, but it will not work, even though i removed Integer A
Code:
For each (Integer A) from 1 to 10, do (Actions)
    Loop - Actions
        Custom script:   call DestroyLightning(udg_StarGlow_LightningEffect(Integer A))

[B][U]Tom Jones Answers:[/U][/B]
For each (Integer A) from 1 to 10, do (Actions)
    Loop - Actions
        Custom script:   call DestroyLightning(udg_StarGlow_LightningEffect[bj_forLoopAIndex])

[B][U]Tinki3 & Exge Answers:[/U][/B]
Custom script:   call DestroyLightning(udg_StarGlow_LightningEffect[GetForLoopIndexA()])

[U][B]SFilip Answers:[/B][/U]
Just for the record you can easily use [I]Lightning - Destroy Lightning Effect[/I] action...that way you make your life simple if you don't know Jass.
So this action can be used in a loop to remove the leak:
Lightning - Destroy StarGlow_LightningEffect[(Integer A)]

Question 5: Answered <3
Hi guys! I read a couple of stuff regarding preloading, such as placing units
in the map and so on. But I was wandering how about the special effects
and others that come along with the spell.
Do I need to preload special effect as well as lightning effect?
If yes, then how to do it? Is it similar to creating units and placing in map?
But what if I had around like 50 spells with lots of special effects?
Code:
[B][U]Orc_Tamer Answers:[/U][/B]
To Preload Imported Units
Custom script:   call Preload("Your-Imported-Model-Name.mdx")
To Preload Units (within Warcraft)
Custom script:   call Preload("Units\\NightElf\\Wisp\\Wisp.mdx")

Question 6: Answered <3
How do I play a certain warning sound such as Unit has not enough mana?
Code:
[B][U]Orc_Tamer Answers:[/U][/B]
1. Open Sound Editor
2. go on Sounds>Sound>Interface>Error.wav
3. right click and go on use as sound
4. then you can use a sound trigger and play it
5. Trigger - Actions - Play Error <gen>

Question 7: Answered <3
How did they make the in-game screen to fade out to black (or any color) ?
Code:
[B][U]SunnyD Answers:[/U][/B]
Cinematic - Fade out and back in over 2.00 seconds using texture Black Mask and color (0.00%, 0.00%, 0.00%) with 0.00% transparency


Question 8: Answered <3
How do I unable a person from casting spell and attacking?
Code:
[B][U]Mythic Frost[/U][/B]
Use soul burn to unable a person from casting spell (Target unit)
Use silence to unable units within AOE from casting spell
Use banish to unable unit to attack

Problem 9: Answered <3
Hi guys, i created a spell that requires a tech tree requirement
The techtree requirement is a unit.
If a unit is not in the map, the spell will not be activated
If a unit is in the map, the spell will be activated

The problem now is, if I kill the unit (which is required for TechTree Requirement)
It will not deactivate the spell back. So how would I make deactivate it? How do I fix this?
I do this because I want to get the grey ability button when it is deactivated.
Code:
[B][U]W!†A_cRaft Answers:[/U][/B]
i didnt say enable disable i said activate/deactivate it isnt the same when
u disable the ability it cant be shown and if it is a hero ability it cant be 
learned... If u deactivate it it jsut cant be cast

I used only 1 trigger in my map and it is to create a unit (sheep) when
u use thunder clap And than u can kill your sheep manualy or let it 
expire after 5 secs, either way u wont be able to cast ability after it is
gone

Question 16: Answered <3
here is my problem. how do i prevent unit and hero which has no inventory or have
inventory from picking up item type powerups? Could someone formulate a trigger for me?
i wanted to make a building to spawn powerups similar to spawning creeps, and only
that player can take the item, no other player can take.
i tried setting the custom value of the item equal to the player number, but it wont
prevent other player from taking the item.
Code:
[B][U]AceHart Answers[/U][/B]
I would guess that by the time you get "a unit acquires an item" it's already too later...
But, as a workaround, you might want to consider normal items that must be picked up
and That need an inventory slot. If the unit is allowed to keep it, remove it by trigger, and
add the actual powerup to the unit... If it isn't allowed, just drop it.

[B][U]Evan1993[/U][/B]
    Events
        Unit - A unit Is issued an order targeting an object
    Conditions
        ((Item-type of (Target item of issued order)) is A powerup) Equal to True
        (Owner of (Ordered unit)) Equal to Player 1 (Red)
    Actions
        Unit - Pause (Ordered unit)
        Unit - Order (Ordered unit) to Stop
        Unit - Unpause (Ordered unit)

Question 17: Answered <3
How to make unit drop item after he acquires an item, and how to prevent the unit
from walking somewhere else and drop?
Code:
[B][U]Andrewgosu Answers:[/U][/B]
Then - Actions
    Set CT_Point = (Position of (Item being manipulated))
    Unit - Order (Triggering unit) to drop (Item being manipulated) at CT_Point
    [COLOR="Red"]Item - Move (Item being manipulated) to CT_Point[/COLOR]
    Custom script:   call RemoveLocation(udg_CT_Point)

Question 18: Answered <3
The trigger should have change the Footmen color after each spell cast
But it only changes the unit color for the first time.

Question 19: What is save/load system for?
I hear many people talk about putting the save/load system into the
game. But i was wandering, why would they want to create their custom
save/load system when the warcraft it self has the save game o.o
Code:
[B][U]Sunny_D Answer:[/U][/B]
a save system is very useful, if you want to save your progress in rpg maps. lets say, you have reached level 10 in such a map. then you can generate a code with several triggers like "Sunny10" and this code is shown to you when you type -save. you write Sunny10 down on a paper and you can use this code the next time you start on the map.

"-load Sunny10". you can detect the single substrings of entered chat string and compare the first part with the player name (to prevent others using your code) and then you read the substring "10". what tells a trigger to set the level of Sunny's Hero to 10 and you can further improve your level.

of course thats only a simple example. people could easily type their name and a number. to prevent that, you can, with some coding triggers, show a more complex save code to the player what can only be read by triggers. it would look like "-load AbcD1E-f23GhI4" or similar in the end.

Question 21: Answered
Hi guys, where can i download a model which has no weapon attachment.
I saw some rpg that can throw out the weapon and shield. and the footman
only have the armour he wearing. i searched in wc3campaign, dont have the model

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Problem 10: Unsolved :confused:
How do I nullify enemy armour? Let's say there is a group of enemy units.
Some of them are peon, grunts, and so on. Those guys have different
armour of course. I am creating a spell that reduces their armour to 0,
but not negative. How am I suppose to do it?

Question 11: Unsolved :confused:
How do I check how much armour that a particular Hero has?
or perhaps how do I know how much armour does a unit has
by using triggers?
I want to create a spell that doubles the amount of the current
armour of the Hero has. Anyone knows?

Question 13: Unsolved :confused:
Hi guys, what spell that shows missle art, and does not give any buff?
I can't use Chain Lightning because it uses lightning instead of missle art
I can't use Storm Bolt, because it has stun buff/effect.
So do you guys which spell has the matching criteria?
If there isn't, then how do I block Hero from being affected by the buff?
What line of trigger codes should I use to remove it?
I can't use remove buff, because it will show once, around 0.01 seconds.
I can't set it to 0 because it makes it permanent.
I can't remove buff from Object Editor, because it auto put back in-game.
Code:
Channel, Lightning Type Abilities (e.g. Finger of Death, Forked Lightning, Chain Lightning)
all does not show missle art. They use instant type effect.

Question 20: Unsolved :confused:
I was wandering, if a Hero can use Silence to disable enemy from casting spell,
is it possible to disable their aura? How do I detect whether that Hero has Aura?




(>^^)> Ayumi: Looking for more answers <(^^<)
 

lh2705

Just another Helper
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stand,attack,slam,ready,spin(for blademaster models),channel

All I got for now..
 
B

Blue_Hand

Guest
...also stand hit and stand victory, but you can check all animations of unit in WE.
 

SFilip

Gone but not forgotten
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What animation exactly are you trying to play? Something specific or...?
 

Darius34

New Member
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Best bet would be to copy the animation name exactly as you see it, directly from the world editor. In that list you have pretty much all general ones. Remember that not every hero has every animation - certain heroes have specific ones, such as Blademaster's spin and Far Seer's chain.

Also, you may need to use Animation - Reset animation (I think) for certain ones that don't automatically do it, such as Death.
 

ayumilove

Youtube account suspended! youtube.com/ayumilove8
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thanks guys for replying here <3

i was wandering, does animation leak? just like special effects
do i need to set it into a variable or something then use a custom script to destory it?
 

ayumilove

Youtube account suspended! youtube.com/ayumilove8
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Question 3: Lightning Leaks?
I came across a few factors that causes memory leaks, and one of them is lightning.
What is Lightning? Where do people implement lightning features? Is it in spellmaking?
 

Evan1993

Ultra Cool Member
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Lightning, are the graphics that go for on point to another like: Spirt link, Chain lightning, Forked lightning, and mana burn, etc You can make them with triggers..
 

ayumilove

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mmm i can't find any lightning tutorial :confused:
could you give an example of a lightning trigger?
 

Evan1993

Ultra Cool Member
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I didn't remove leaks, but this should give you the idea.
Code:
Lightning
    Events
        Unit - A unit Starts the effect of an ability
    Conditions
        (Ability being cast) Equal to Storm Bolt
    Actions
        Lightning - Create a Spirit Link lightning effect from source (Position of (Casting unit)) to target (Position of (Target unit of ability being cast))
 

SFilip

Gone but not forgotten
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> could you give an example of a lightning trigger?
Well just find the "Lightning" group and you'll see that its almost the same as special effects - you have create, destroy and move, nothing special.
 

ayumilove

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Question 4: How do I destroy an array?
How do I destroy a variable array? My variable array stores lightning effect
And i use this code, but it will not work, even though i removed Integer A
Code:
For each (Integer A) from 1 to 10, do (Actions)
    Loop - Actions
        Custom script:   call DestroyLightning(udg_StarGlow_LightningEffect(Integer A))
 

Tom Jones

N/A
Reaction score
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Array are defined like this vairablename[arraynumber], so the code should look like this:
Code:
call DestroyLightning(udg_StarGlow_LightningEffect[*someinteger*])
However integer a is not the name of the variable :) This is the actual variable name of integer a and b:
Code:
bj_forLoopAIndex
bj_forLoopBIndex
And the correct loop action:
Code:
For each (Integer A) from 1 to 10, do (Actions)
    Loop - Actions
        Custom script:   call DestroyLightning(udg_StarGlow_LightningEffect[bj_forLoopAIndex])
 

ayumilove

Youtube account suspended! youtube.com/ayumilove8
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hi Tom Jones

Your method works! Thanks !!!

ps: mmm what if I want to name my loop? Intead of Integer A, i use my own
variable which is AyuLoop_A, how do I replace the name?
 
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