move doodads(special effects)

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SHiNNiNG_FaiTH
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move doodads(special effects)

Unread post by SHiNNiNG_FaiTH »

i want to spin special affects like in your wisp wheel (that i love) but im not quiet sure how to do this. my plan is to make it the same as your previous one then make a trigger were a unit gets x to it, it would die. or something like that anyways >.>
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Re: move doodads(special effects)

Unread post by SHiNNiNG_FaiTH »

oh nevermind found easy fix in object editor... but can u make units spin in circles like how we made the cam spin?
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3ICE
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Re: move doodads(special effects)

Unread post by 3ICE »

I am not sure I understand you there.
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Re: move doodads(special effects)

Unread post by SHiNNiNG_FaiTH »

ive been working on a trigger like your wisp wheels and i have set the units image to look like a doodad (my first easy fix) my second question is how can i get a unit to spin(as in spin 360 degrees) while on a wisp wheel?
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samtre
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Re: move doodads(special effects)

Unread post by samtre »

you can either:
put a timer for each wisp so that they will increase/decrease their angle every 0.0# seconds until they die

or

as you move them, make them face the opposite angle of the turning angle of the WHOLE wheel. so as they turn around the wheel, they will turn in proportion to the wheel.....

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Re: move doodads(special effects)

Unread post by SHiNNiNG_FaiTH »

i did the second "option" to only come out with complete failure. in this attempt i even made another variable and set everything and it still didnt work =\
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Re: move doodads(special effects)

Unread post by SHiNNiNG_FaiTH »

oh ha rofl nvm i forgot i fixed it last night and the second 1 did work
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samtre
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Re: move doodads(special effects)

Unread post by samtre »

congratulations

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Re: move doodads(special effects)

Unread post by SHiNNiNG_FaiTH »

samtre wrote:congratulations
rofl, smart ass. thank you though =D
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