Why doesnt show the Special Effect?

Nocturne

New Member
Reaction score
1
Hello
Code:
    Events
        Unit - A unit Starts the effect of an ability
    Conditions
        (Ability being cast) Equal to Boom
    Actions
        Special Effect - Create a special effect attached to the origin of (Casting unit) using war3mapImported\Boomnl.mdx
        Unit - Cause (Triggering unit) to damage circular area after 0.00 seconds of radius 500.00 at (Position of (Triggering unit)), dealing 1000.00 damage of attack type Spells and damage type Normal
        Unit - Kill (Triggering unit)

It works like it should be but the Special Effect doesnt show it. File works perfect im already test it in other trigger but in this doesnt work. Is becouse i use that Unit Action?
 

Kazuga

Let the game begin...
Reaction score
110
Ehm.. Could it be that you create it on him and at the same time kill him so that all special effects are removed from him so he's death animation can be played properly? (Just a theory.) Try to created it at he's position or wait 0.5 seconds before you kill him.
 

Flare

Stops copies me!
Reaction score
662
Add a Wait X seconds trigger.

What difference will that make? He didnt destroy the SFX anyway so the wait wouldnt do anything.


1) Your modelpath doesnt look correct. Are you sure its "boomn1" and not "boom1"?

2) Does your casting unit have an attachment point? Try creating the SFX at Position of Triggering Unit instead of on the unit and see if that changes anything.

Ahm, why are you using Casting Unit for the SFX attachment, but Triggering Unit for the Damage Area and Kill actions? Seems unnecessary

@Kazuga: The SFX should still be displayed, even if the unit is killed.
 

UndeadDragon

Super Moderator
Reaction score
447
I think it's because the special effect is attached to the unit, but then the unit is destroyed as soon as the special effect is added. You probably need to add a wait in before destroying the unit, and always destroy the special effect at the end to prevent leaks.

Here is something that you could try...

Code:
Special Effect
    Events
        Unit - A unit Begins casting an ability
    Conditions
        (Ability being cast) Equal to Animate Dead
    Actions
        Set tmpPoint = (Position of (Casting unit))
        Special Effect - Create a special effect at tmpPoint using Abilities\Spells\Human\ThunderClap\ThunderClapCaster.mdl
        Unit - Cause (Triggering unit) to damage circular area after 0.00 seconds of radius 500.00 at tmpPoint, dealing 1000.00 damage of attack type Spells and damage type Normal
        Unit - Remove (Triggering unit) from the game
        Special Effect - Destroy (Last created special effect)
        Custom script:   call RemoveLocation( udg_tmpPoint )
 
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