Moving animations

AKDevil

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as the name sugests, i am trying to make an animation travel through the air (eg thunder bolt), but in a certain path, how do i do this, and can it be done in GUI?
 

Happy

Well-Known Member
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easiest way to do this is making a dummy unit with the model of that special effect and order it to move^^
 

Seprest

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You can experiment wiht projectile arc, but if you need it to do loops in the air and stuff, I have no idea ~_o


Happy sounds like he has used a dummy unit to mimic a projectile before.
 

Happy

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more detailed its this :

you have a unit with the model of the projectile you want. it has locust so its unclickable and unable to be attacked. now you can make it move/jump/fly cirlces/just stand around/etc.

this is used in many triggered spells...for example i use it for a spell i made which uses all the mana of the caster, casts a shockwave and deals damage of the same amount as the spent mana when a unit get hit.
in this case the shockwave is a dummy moving away from the caster.

i hope you got it ^^
 

AKDevil

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so then how could i get the complex movements without using a trigger without having to issue a bunch of orders? what would the trigger be like.
 

Happy

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without triggering you cant get movements...(complex movements are for me a spiral, a perfect circle, etc)...but this way round you can trigger a fireball or whatever to move the way you want it...
 

Seprest

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You must use triggers to make the 'projectile' do unorthodox movements.

Example:
This trigger will create a locust when an ability is cast and send it to attack where the ability was cast.
A locust is an untargetable unit that is commonly used as a dummy for spells.
I used the locust literally here, as a unit that will attack. You can make it a unit that has pheonix fire for example, so it moves towards the target hititng stuff near it, and change it's model to that of a mouse, the possibilities are endless.
Trigger:
  • Sample Trigger
    • Events
      • Unit - Some unit Begins casting an ability
    • Conditions
      • (Ability being cast) Equal to Some Ability
    • Actions
      • Unit - Create 1 Locust for (Owner of (Triggering unit)) at (Position of (Triggering unit)) facing (Target point of ability being cast)
      • Unit - Order (Random unit from (Units owned by (Owner of (Triggering unit)) of type Locust)) to Attack-Move To (Target point of ability being cast)


Spruce it up with some timers for the unit to die, or some triggers for when the unit reaches its target ect, and you got your "special" "projectile".

To thank me, click this --->http://www.thehelper.net/forums/reputation.php?p=1221456
 

Carnerox

The one and only.
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Trigger:
  • Sample Trigger
    • Events
      • Unit - Some unit Begins casting an ability
    • Conditions
      • (Ability being cast) Equal to Some Ability
    • Actions
      • Unit - Create 1 Locust for (Owner of (Triggering unit)) at (Position of (Triggering unit)) facing (Target point of ability being cast)
      • Unit - Order (Last created unit) to Attack (Target point of ability being cast)
If you use this trigger for anything, i suggest use this instead.
Trigger:
  • YourSpell
    • Events
      • Unit - A unit Starts the effect of an ability
    • Conditions
      • (Ability being cast) Equal to (==) (YourSpell)
    • Actions
      • Custom script: local unit Caster = GetTriggerUnit()
      • Custom script: local unit Dummy
      • Custom script: local player CasterOwner = GetOwningPlayer(Caster)
      • Custom script: local location CasterLoc = GetUnitLoc(Caster)
      • Custom script: local location TargetPoint = GetSpellTargetLoc()
        • Do Multiple ActionsFor each (Integer A) from 1 to 6, do (Actions)
          • Loop - Actions
            • Unit - Create 1 Locust for (CasterOwner) at (CasterLoc) facing 1.00 degrees
            • Custom script: set Dummy = GetLastCreatedUnit()
            • Unit - Add a 15.00 second Generic expiration timer to (Dummy)
            • Unit - Order (Dummy) to Attack-Move To (TargetPoint)
      • Custom script: set Caster=null
      • Custom script: set Dummy=null
      • Custom script: set CasterOwner=null
      • Custom script: call RemoveLocation (CasterLoc)
      • Custom script: call RemoveLocation (TargetPoint)
 

Seprest

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it was just a quick example :(

stop making me feel bad about myself :banghead:\



btw I will use that

is the first 1 leaky because of lazy blizzard?
 

AKDevil

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oops, my bad in my last post i made a mistake, i meant get the complex movements from the unit, using a trigger, without issueing a bunch of orders to get the complex movement that i am looking for. for example something like a horizontal wave.
 

Chaos_Knight

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If you use this trigger for anything, i suggest use this instead.
Trigger:
  • YourSpell
    • Events
      • Unit - A unit Starts the effect of an ability
    • Conditions
      • (Ability being cast) Equal to (==) (YourSpell)
    • Actions
      • Custom script: local unit Caster = GetTriggerUnit()
      • Custom script: local unit Dummy
      • Custom script: local player CasterOwner = GetOwningPlayer(Caster)
      • Custom script: local location CasterLoc = GetUnitLoc(Caster)
      • Custom script: local location TargetPoint = GetSpellTargetLoc()
        • Do Multiple ActionsFor each (Integer A) from 1 to 6, do (Actions)
          • Loop - Actions
            • Unit - Create 1 Locust for (CasterOwner) at (CasterLoc) facing 1.00 degrees
            • Custom script: set Dummy = GetLastCreatedUnit()
            • Unit - Add a 15.00 second Generic expiration timer to (Dummy)
            • Unit - Order (Dummy) to Attack-Move To (TargetPoint)
      • Custom script: set Caster=null
      • Custom script: set Dummy=null
      • Custom script: set CasterOwner=null
      • Custom script: call RemoveLocation (CasterLoc)
      • Custom script: call RemoveLocation (TargetPoint)

Please, use JASS instead...
 

Carnerox

The one and only.
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I didn't do jass for 1 reason, not every one knows it, so i thought custom script would be a bit easier. :D
 
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