Immolation art!! arrghh

  • Thread starter Thread starter Ruination
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Ruination

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I checked out the few posts on this I could find. I copied an ability based on immolation without the flames that I found. I changed the area of effect from 0 to 160. The flame on the caster returned. I changed it back to 0, and the flame was still there...wtf? Since then, I have continued to be boggled by these effects. There are no buffs, no art, and the aoe is 0. Why is my caster aflame??

The only consistent thing I've found is that I can change the buff and the effect on the caster will change. This leads me to believe I could make a dummy buff with no art effects and put that as the buff. This shouldn't be necessary though because like I said, I found a map someone posted and his custom immolation ability had no art and there was nothing in his triggers or object stats that was any different than what I have.

Thanks for any explanation on this...

I'm gonna squeek another effects question in here. I am trying to create enlarged effects on my caster. So I make a giant dummy unit with 100% transparency. I got barkskin effect to work, but now nothing else will. Nothing else is showing up. How can I get these special effects to show up? Purge special for example. And if I use expiration timer, how do I avoid the unit's death sounds and blood? Note I cannot hide the unit or it will hide the enlarged effects I'm trying to create. I set the unit's sound set to none but it still plays it. Man I can't understand why barkskin showed up fine but nothing else is showing...

Thanks.
 
If you make the buff or effect field empty, the game will use the defaults, i think. For buff, you could use Blizzard (Caster), and for effect, Rain of Chaos.
 
Okay I will use a buff with no effects. That damn blizzard icon will show up tho. And I can't understand how people have done this without using any buffs.

How about the enlarged effects? Why aren't they showing up?
 
Edit the immolation buff, delete the art and change icon to 'None' to make it not show up. No icon only works for buffs/effects.

What else did you neeeed?
 
Okay will do Rad, thanks.

My second question was about a large scaled dummy unit used to make an enlarged effect at my caster's position. When I hid the unit, it wouldn't show the effects, so I have made it 100% transparent instead. So this worked, for one effect, barkskin. It isn't showing any other effects )= Why not? The other thing is that the unit's expiration timer is causing its death sounds and blood to play. Would it be better to remove it since I can't hide it?
 
Hiding a unit turns its collsion off, pauses it and makes its transparency to 100%.

Expiration timer kills the unit not removes it. So you neet to take your dummy unit into a variable wait sometime then remove it.
 
Okay i will remove it. I just have read several times that expiration timers are better than removing for some reason.

But why are the effects not showing up?
 
When a unit object dies, game engine first play its death animation then show its fleshy body animation untill the decay time that u given in unit editor, then hides the unit and creates a corpse for that object if it has an attached corpse model in game. After that corpse decay time is ower than it totaly removes this 2 object from game.

At that time this objec is stands still on game cache for a possible resuurection spell ect.

people are using expiration timer for dummy unit to keep their codes simple. I personally make dummy units regen rate -1 and life to 3(depends on how much time it must be in game) on object editor then i dont need to make something on codes.

but best is remove them manually with codes couse they will be in game for a while even they have finished their job.

If you dont want to hear a death voice just set unit sound set to "none" on object editor.

for the other question i personally dont understand what you are tying to do. May be we can find an alternate way to show your effects. what have u done there u have created a dummy unit with root effect model file and try to attach more special effects on it? or?
 
Thanks for explaining that. I actually did set his sound set to none and it still played, oddly. I will remove, no problem.

I am trying to create large effects. The effects are sooo small if I simply put them on my caster. To make something unique or cool, they need to be enlarged. Like a very large purge special(sphere shaped electricity) would be good for an aoe electrical spell around the caster. I figured if I created a huge invisible unit on my caster and played the purge special effect on IT, then the effect will also be huge. And it worked for one special effect, but no others. Course I didn't try all of em...just 5 or so. But only one worked. And by not working I mean the effect wasn't visible, but I could still hear the effect.
 
i reccomed you to create dummy units change their art model file with the effect models. And make their size big and give them loctus(so noone can kill them and they can go everywhere) and create them at spesific positions like yoru casters position ect.
 
That is much simpler, now why didn't I think of that?? It's playing a different version of the effect I wanted but I can still find effects I like this way thanks Mems :P
 
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