Special effect

FannyShaver

Well-Known Member
Reaction score
31
Trigger:
  • Mana Blast Effect
    • Events
      • Unit - A unit Starts the effect of an ability
    • Conditions
      • ((Ability being cast) Equal to Mana Blast ) or ((Ability being cast) Equal to Ultimate Mana Blast )
    • Actions
      • Set ManaBlastCaster = (Casting unit)
      • Set ManaBlastCasterPos = (Position of ManaBlastCaster)
      • Special Effect - Create a special effect at ManaBlastCasterPos using Objects\Spawnmodels\NightElf\NEDeathMedium\NEDeath.mdl
      • Set ManaBlastEffect = (Last created special effect)
      • Wait 0.70 seconds
      • Special Effect - Destroy ManaBlastEffect
      • Set ManaBlastCaster = No unit
      • Custom script: call RemoveLocation(udg_ManaBlastCasterPos)


Doesn't destroy effect after 0.7 second.
 

Kling[o]

New Member
Reaction score
7
Trigger:
  • Mana Blast Effect
    • Events
      • Unit - A unit Starts the effect of an ability
    • Conditions
      • ((Ability being cast) Equal to Mana Blast ) or ((Ability being cast) Equal to Ultimate Mana Blast )
    • Actions
      • Set ManaBlastCaster = (Casting unit)
      • Set ManaBlastCasterPos = (Position of ManaBlastCaster)
      • Special Effect - Create a special effect at ManaBlastCasterPos using Objects\Spawnmodels\NightElf\NEDeathMedium\NEDeath.mdl
      • Set ManaBlastEffect = (Last created special effect)
      • Wait 0.70 seconds
      • Special Effect - Destroy ManaBlastEffect
      • Set ManaBlastCaster = No unit
      • Custom script: call RemoveLocation(udg_ManaBlastCasterPos)


Doesn't destroy effect after 0.7 second.

It's normal ^^. the special effect you chose can be destroyed while it appear and it will still stay, secondly, you don't need to "null" variable in GUI so remove "Set ...... = No unit"
 

FannyShaver

Well-Known Member
Reaction score
31
So, can be or can't? I just said it doesn't work and you've said something completely different.
 

Laiev

Hey Listen!!
Reaction score
188
:p as kling[o] said, but create a dummy, attach an effect on that unit and add expiration time to that unit... vualá, mui
 

FannyShaver

Well-Known Member
Reaction score
31
Trust me, doesn't work that way as this effect cannot be attached to a unit for some strange reason.

Trigger:
  • Mana Blast Effect
    • Events
      • Unit - A unit Starts the effect of an ability
    • Conditions
      • ((Ability being cast) Equal to Mana Blast ) or ((Ability being cast) Equal to Ultimate Mana Blast )
    • Actions
      • Set ManaBlastCaster = (Casting unit)
      • Set ManaBlastCasterPos = (Position of ManaBlastCaster)
      • Unit - Create 1 Dummy Reserver for Player 1 (Red) at ManaBlastCasterPos facing Default building facing degrees
      • Unit - Add a 2.70 second Generic expiration timer to (Last created unit)
      • Special Effect - Create a special effect attached to the overhead of (Last created unit) using Objects\Spawnmodels\NightElf\NEDeathMedium\NEDeath.mdl
      • Custom script: call RemoveLocation(udg_ManaBlastCasterPos)
 

Jedi

New Member
Reaction score
63
Maybe this effect can't be created on target, try to use a point or change attachment point.
 

Komaqtion

You can change this now in User CP.
Reaction score
469
All effects can be attached to a unit, if it doesn't work then there's either something wrong with the unit, or you've specified an invalid attachment point/path...

And you should destroy that effect right after it's created, as almost all effects has a death animation, which will always be played when it's destroyed ;)

And also, if you attach a effect to a unit, and destroy the unit it will still leak, so this isn't recommended...
 

FannyShaver

Well-Known Member
Reaction score
31
Look at the NEDeath effect and recommend me how to get the blast only without the flare going to the air.
 

Ayanami

칼리
Reaction score
288
Look at the NEDeath effect and recommend me how to get the blast only without the flare going to the air.

Edit the effect model itself? When you destroy an effect, you don't actually destroy the current visual effect of it. When you destroy an effect, the death animation plays. Thus, there's no way to remove the effect while it's playing half-way, as when you destroy it, the death animation will always play, unless it doesn't have a death animation.
 
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