Removing SFX that Requires Wait Help

MorbazanRhot

New Member
Reaction score
7
Okay, so I think this is a pretty simple question, but it eludes me:

I have an effect on some creeps that when they're attacked, they reduce the attacker's hp by 10% and create the Red Immolation damage effect on the attacker. Now I know that I need to destroy the special effect to prevent leaks, but this is one of the ones that requires a wait before it's destroyed otherwise it wont show anything. So my question is: how do I trigger this so that I can be sure each one gets destroyed, yet still exists for a visible amount of time?

Normally I would just set the SFX to a variable and then destroy the variable, but if another unit attacked within the wait time (which is very probable) then the first SFX wouldn't get destroyed as the variable would get set to the new one. I could put a destroy the variable SFX event at the beginning of the trigger too, but then I'm afraid with many units attacking at once you wouldn't see the SFX on most of the units as another unit attacked immediately afterwards. And given that there can be numerous different summoned units attacking, I can't use custom values for the units (that I know of).

Thanks, and +rep for any help.
 

Viikuna

No Marlo no game.
Reaction score
265
I have a system for it. It is pretty unaccurate, but works OK.

JASS:
library TimedEffects

globals
    public constant real INTERVAL = .03125
endglobals

private struct Data
    effect effect
    integer iterations
    
     static timer timer=CreateTimer()
     static Data array array
     static integer Total=0
    
    static method periodic takes nothing returns nothing
        local integer i=0
        local Data a
        loop
            exitwhen i>=.Total
            set a=.array<i>
            if a.iterations&gt;0 then
                set a.iterations=a.iterations-1
            else
                call DestroyEffect(a.effect)
                call a.destroy()
                set .Total=.Total-1
                if .Total&gt;0 then
                    set .array<i>=.array[.Total]
                    set i=i-1
                else
                    call PauseTimer(.timer)
                endif
            endif
            set i=i+1
        endloop
    endmethod
endstruct

function SetEffectLifespan takes effect e, real duration returns nothing
    local Data a=Data.create()
    set a.effect=e
    set a.iterations=R2I(duration/INTERVAL)
    if Data.Total==0 then
        call TimerStart(Data.timer,INTERVAL,true,function Data.periodic)
    endif
    set Data.array[Data.Total]=a
    set Data.Total=Data.Total+1
endfunction

endlibrary</i></i>


Just do this:

-Save your effect to YourEffect variable
-customscript: call SetEffectLifespan( udg_YourEffect, duration )
( replace that "duration" with the time you want effect to last. )
 

MorbazanRhot

New Member
Reaction score
7
Sorry for the late reply. So then, this would work?

Code:
Fire Elemental
    Events
        Unit - A unit Is attacked
    Conditions
        (Unit-type of (Attacked unit)) Equal to Fire Elemental (Level 3)
        (Is (Attacking unit) near (Attacked unit) and withing a range of 150.00) Equal to True
    Actions
        Special Effect - Create a special effect attached to the chest of (Attacking unit) using Abilities\Spells\Other\ImmolationRed\ImmolationRedDamage.mdl
        Set FireSFX = (Last created special effect)
        Custom script: call SetEffectLifespan(udg_FireSFX,1)
        Unit - Set life of (Attacking unit) to ((Life of (Attacking unit)) - (0.10 x (Max life of (Attacking unit))))

And does the duration need some sort of descriptor, or just a number?
 

Viikuna

No Marlo no game.
Reaction score
265
Yes, just some number. In that case, the system just destroys your effect after 1 second.

That system needs vJass compiler, so you should get NewGen to use it, if you dont have it yet.
 

MorbazanRhot

New Member
Reaction score
7
Ah... well in that case it's a problem because I've already made a ton of the map in WEU (I know, I'm a terrible person) and NewGen can't deal with the custom gui triggers from WEU. So does anyone have another way?

And +rep anyway for what should be a solution but only isn't because of my previous shortcomings as a mapper.
 
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