SFX on hit

Gwafu

Active Member
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I'm planning to remake one of my maps and give a realistic environment on it. I would like to add a nice eye-candy on the missiles. So when a cannon missile went to a water surface it a water explosion sfx will be shown, if on a ground, a ground explosion sfx will be shown. Get it? (If not, ask.)

Thank you.
~supah toinkz aka Gwafu
 

xAnaMorphine

Active Member
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43
I'm planning to remake one of my maps and give a realistic environment on it. I would like to add a nice eye-candy on the missiles. So when a cannon missile went to a water surface it a water explosion sfx will be shown, if on a ground, a ground explosion sfx will be shown. Get it? (If not, ask.)

Thank you.
~supah toinkz aka Gwafu

You have to base your Missile of a Dummy Unit.
Then you can do something like this:

(This is GUI, but it looks horrible in the GUI Tags because of my Language)

JASS:
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
    'IF'-Condition
// Missile_Movement is the Location of the Dummy Unit with the SFX 
        (Terrain pathing at Missile_Movement of type Walkable is off) Gleich True
    'THEN'-Aktionen
        Floating Text - Create floating text that reads Miss! at Missile_Movement with Z offset 0.00, using font size 10.00, color (100.00%, 0.00%, 0.00%), and 0.00% transparency
        Floating Text - Set the velocity of (Last created floating text) to 64.00 towards 90.00 degrees
        Floating Text - Change (Last created floating text): Deaktivieren permanence
        Floating Text - Change the fading age of (Last created floating text) to 1.00 seconds
        Floating Text - Change the lifespan of (Last created floating text) to 1.50 seconds
        Set Missile_WaterGroup = 0
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            'IF'-Condition
                Or - Any (Conditions) are true
                    Condition
                        Missile_WaterGroup Gleich 0
// Now if the Missile reaches the Water, it dies/explodes/whatever
            'THEN'-Action
                Unit - Kill (Picked unit)
                UnitGroup - Remove (Picked unit) from Start_MissileGroup
            'ELSE'-Action
    'ELSE'-Action
 

Weep

Godspeed to the sound of the pounding
Reaction score
400
I'm planning to remake one of my maps and give a realistic environment on it. I would like to add a nice eye-candy on the missiles. So when a cannon missile went to a water surface it a water explosion sfx will be shown, if on a ground, a ground explosion sfx will be shown. Get it? (If not, ask.)
Are these shots from a unit with Artillery attack type?

If so, you can use the Disease Cloud (Meat Wagon) ability to find where the shot hits.

Given a Disease Cloud (Meat Wagon) ability that spawns a unit of type CannonWardType, the trigger would look like this:
Trigger:
  • Cannon FX
    • Events
      • Unit - A unit enters (Playable map area)
    • Conditions
      • (Unit-type of (Triggering unit)) Equal to CannonWardType
    • Actions
      • Set TempPoint = (Position of (Triggering unit))
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Terrain pathing at TempPoint of type Floatability is off) Equal to False
        • Then - Actions
          • -------- Water --------
          • Special Effect - Create a special effect at TempPoint using Objects\Spawnmodels\Naga\NagaDeath\NagaDeath.mdl
          • Special Effect - Destroy (Last created special effect)
        • Else - Actions
          • -------- Land --------
          • Special Effect - Create a special effect at TempPoint using Objects\Spawnmodels\Undead\ImpaleTargetDust\ImpaleTargetDust.mdl
          • Special Effect - Destroy (Last created special effect)
      • Custom script: call RemoveLocation(udg_TempPoint)
      • Unit - Remove (Triggering unit) from the game
 

Gwafu

Active Member
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12
/@ xAnaMorphine: Can't use dummy unit as missiles, would be laggy.

/@ Weep: Awesome! Thank you very much!
 

xAnaMorphine

Active Member
Reaction score
43
/@ xAnaMorphine: Can't use dummy unit as missiles, would be laggy.

/@ Weep: Awesome! Thank you very much!

Okay no problem, but can you tell me why it would lag?
I don't want to offend you, I just want to learn so I can fix it :>
 
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