Fade Filters and Unit movement.

M

Madd

Guest
Hey I'm back again and got another couple of questions on warcraft :)

1. Fade Filters.
If anyone has played the new prince of persia game and had to run from the dahaka you will know exactially what i mean.
Im trying to fade or drain the colour from the screen, leaving everything black and white. Im trying to do this both during a cutscene and during gameplay later on.
Any ideas on how to do this? I would prefer to actually have the colour fade over a three second period but if i can i'll still be happy with just a cut right to black and white.

2. Unit "Jump"
I know jumping in warcraft is not implemented but im wondering if anyone has any ideas on how to make it appear as so a unit is during a cutscene. I have got it looking half decent making a unit move up and down in the air on the spot. What I am really trying to do thoe is make a unit jump in the air at point A and land at point B.

The only way i can picture this working is to use the maths functions to make the unit move in a 180 degree slice of a circle along the Z axis (the plane tangent to the terrain) but have very little knowledge of the maths functions in warcraft. Any info on how the trigger should roughly look like?



hehe sorry bout the harder questions, but these have stumped me for a while and thought id give all you guys in the forum a little challenge. :)
Any help that i can get on these would be awsome.

Thanx in advance
John.
 

XXXconanXXX

Cocktails anyone?
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284
Hey Madd:).

1.)Try using the Black preset fade filter, and changing it's transparency around and seeing if that gets the right effect.

2.) Use the action "Animation - Change unit's flying height" and keep doing that by just a bit, and it will give you the right effect.


(By the way, the new Prince of Persia pawns, as good as the first;))
 

AceHart

Your Friendly Neighborhood Admin
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1,495
Changing the flying height only works on units whose "movement type" is "fly",
which might look strange at times on ground units...
Well.


Getting a good jump off is, though, rather involved.
Because the "going down" part is more like a quick drop,
while the "going up" part is sorta slower...

Code:
Jump
    Events
        Unit - A unit Starts the effect of an ability
    Conditions
        (Ability being cast) Equal to <Jump>
    Actions
        Set X = 0.00
        For each (Integer A) from 1 to 16, do (Actions)
            Loop - Actions
                Set X = (X + 32.00)
                Set Y = (((X - 512.00) x X) / -440.00)
                Unit - Move (Triggering unit) instantly to ((Position of (Triggering unit)) offset by 32.00 towards (Facing of (Triggering unit)) degrees)
                Animation - Change (Triggering unit) flying height to Y at 0.00
                Wait 0.01 game-time seconds

This will, well not jump, but, rather, move the unit in rough steps,
a total distance of 512, with the highest point being at height 128 and distance 352.
And, yes, it will be back down at ground level at the end of the "jump".

Like they say: Don't try this at home :D
 

Darg

Administrator
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49
This will, well not jump, but, rather, move the unit in rough steps,

and what makes it even more rough is that the waits round off to the nearest 0.10 seconds, even though you can specify greater precision. So a wait of 0.01s is really a 0.10 wait.
 
M

Madd

Guest
Thanks a bunch, i'll try both of these out tonight.

(is this considered reviving a dead thread? :p)
 
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