I wanted to make some nice visual effects so I made a trigger that made it look like there were exhaust fumes coming from a unit. It works really well with a vulture and other such units.
What do you think?
Does anyone know a way to get a better effect??
Only problem with that is if the condition is Always it will display the 'smoke' even when the unit is moving.
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Does anyone know a way to get a better effect??
No other unit looks like smoke.
Hallucinations are the best to use, just make sure you do the triggers right.
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Only problem with that is if the condition is Always it will display the 'smoke' even when the unit is moving.
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Does anyone know a way to get a better effect??
No other unit looks like smoke. tongue.gif Hallucinations are the best to use, just make sure you do the triggers right.
that quote didnt make sense.
but you can put, if the player doesnt bring unit to there then center and makae it smoke. it's very simple really, like the walknig sound, with visual efects. and itll be better with hyper triggers.
Tons of people have already done this.
I did this with a map of mine over a year ago to simulate being underwater.
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Only problem with that is if the condition is Always it will display the 'smoke' even when the unit is moving.
Do you mean even when the unit's stopped?
Cos the trigger is such that the smoke only appears when the unit is moving
Trigger |
Description: |
Smoke Trail Trigger |
|
Players: |
¤ Player controlling unit (e.g. Player 1) |
Conditions: |
¤ Current Player Brings Exactly 0 "unit" to "location1"
|
¤ Current Player commands atleast 1 "unit" |
Actions: |
¤ Create 1 Hallucinated scourge at "location1"
|
¤ Kill Hallucinated scourge at "Location1"
|
¤ Center "Location1" on "unit" owned by Player 1
|
¤ Preserve Trigger |
(Hyper Trigger is active)
That way it is on when the probe is moving (out of the location) but when it's stopped (i.e. in the location) the smoke stops
Okay, firstly... it appears that you are using a unit to kill as the hallucination.
It is a unit such as a zealot or probe, im not sure.
If you create a burrowed hallucinated zergling or its kind, you would be able to create the smoke right under the unit instead of around it. This prevents those un-timely and ugly glitches that occur from having an unburrowed unit.
Likewise, use a trigger that detects the movement of the probe. When it leaves the vicinity of the location, activate the "smoke."
This doesn't sound like a concept... but hey... whatever. I answered it like a Map Assistance for your pleasure...
If you delay the killing for 250 ms, it'll look better when the unit moves.
You could make it always move a cloaked barracks over the unit whenever it moves, that would be flaming.
Something like this was in Dungeon Depths during the banchee. (If people know what I'm talking about) I think that i'ts a great idea, though.
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You could make it always move a cloaked barracks over the unit whenever it moves, that would be flaming.
I think that would cause the unit to move away from the barracks. Not that it would be problamatic, but you couldn't stand still.
QUOTE(Grizzly(B2BF) @ Feb 28 2005, 04:23 PM)
I wanted to make some nice visual effects so I made a trigger that made it look like there were exhaust fumes coming from a unit. It works really well with a vulture and other such units.
What do you think?
Does anyone know a way to get a better effect??
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That's a pretty cool effect, Haven't seen any maps with that...It's pretty cool for a racing game.
There's nothing new in this.. I made a skiing map using this kind of effect following the player..
but you should use burrowed zergling instead of scourge.. since you can see the scourge.. its ugly..
burrowed units are the only units who can "not being seen" when created since you'll see the cloaked one.. and every other normal units..
Woh, you guys gave me a new idea...
A racing game featuring vultures. The smoke effect could be a "nitro boost" kind of thing. It would then have to use the ionic boost (I think thats it) for vultures and after a few seconds, the nitro boost stops... Wait, does the upgrade for vultures that make them go faster permanent or you can cancel them out with a trigger...
Never tried but what if you used a critter, the one with a green like gassy death, then it's not blue and it looks more like pollution. and i hate the sound of halli dieing.
InFeReAl_KiLlA, you don't have to upgrade the 'ionic boost' to make a vulture go faster/slower. Instead, just constantly move a burrowed unit (not visible to the player controlling the vulture) right under the vulture, and that will slow the vulture down. That could be the vulture's 'normal' speed. Then, when you want to use the 'nirtous boost', just make it stop moving the burrowed unit under the vulture and thus, the vulture will move faster. Then from there you can create the special 'smoke' effects....
(If you didn't know, whenever you constantly move a unit onto another unit, it will slow that unit down)
Set the Ionic boost to "Enabled" for the players
Terran Vulture will move at normal pace
Jim Raynor (Vulture) will have upgrade
switch these units when neccessary.
I used this for a vulture tag game and it was kinda cool. The map was kinda cool....should finish it really.
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Never tried but what if you used a critter, the one with a green like gassy death, then it's not blue and it looks more like pollution. and i hate the sound of halli dieing.
The green smoke from a rhynadon ain't as good as the hallucination in my opinion. The explosion is too big to look like smoke and it dissapears to fast. Plus you can't burrow it so you'll have a rhynadon there for a millisecond or 2.
Actually, Grizzly, it's a Scantid that has the green explosion. Rhynadons have a blue flamish death, so I'd assume he meant Scantid.
Just thought I'd add that.
i think i got a better effect than hallucination
i think it's pretty good but.. my idea is creating dark swarms the only problem is that they don't clear very fast so you will have to remove them with and additional trigger
note: only sf can do the dark swarm trigger
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Actually, Grizzly, it's a Scantid that has the green explosion. Rhynadons have a blue flamish death, so I'd assume he meant Scantid.
Just thought I'd add that.
Well actually you're wrong and you're right.
Scantid does have a green explosion, but it's a slimy one - could be used for oil slick.
But...Rhynadon also has a green explosion which is kinda like smoke. You're thinking of the Banglass thingy - one that looks like a panther/tiger thing. Thats the one with a blue explosion - sorta like a blue flame.
Please explain more on the borrowing ling lag thing.
if you have 5 lings under the vulture it will move slower than say 3 lings? I know this sounds newbish but I've never done this be4 and it would be a good way way to exapnd on ideas for maps.
I think it's a pretty cool idea. Maybe Mp)3D could use it in his upcoming Grand Theft Auto map?
its definitely hallucination, rite?
Yeah, lot's of hallucinations.
It could also be put to good use for like smokestacks or something.
The amout of lings under the vulture does not matter, but how fast the ONE ling moves under the vulture is what makes it speeds..
So lets say you have a trigger constantly subtractin 1 death count of a unit, lets say starport.
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TRIGGER
CONDITIONS:
- Current player has 0 deaths of Starport
- Speed 1 is set.
ACTIONS:
- Move 1 Ling(burrowed) to location Vulture
- Set deaths for Starport to 5.
- Preserve trigger.
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TRIGGER
CONDITIONS:
- Current player has 2 deaths of Starport
- Speed 2 is set.
ACTIONS:
- Move 1 Ling(burrowed) to location Vulture
- Set deaths for Starport to 5.
- Preserve trigger.
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TRIGGER
CONDITIONS:
- Current player has 4 deaths of Starport
- Speed 3 is set.
ACTIONS:
- Move 1 Ling(burrowed) to location Vulture
- Set deaths for Starport to 5.
- Preserve trigger.
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TRIGGER
CONDITIONS:
- Current player has 5 deaths of Starport
- Speed 4 is set.
ACTIONS:
- Move 1 Ling(burrowed) to location Vulture
- Set deaths for Starport to 5.
- Preserve trigger.
Then it is up to you how you detect th units speed switches, you can use locations to find if it is moving or not, then use a system to determine how long it's been moving or if it stops.