Level Up Effect
Revision as of 09:45, 23 November 2010 by DevliN (talk | contribs) (Created page with "The following tutorial will teach you how to create an effect that will play when your hero levels up. This requires you to have a hero that can level up in th...")
The following tutorial will teach you how to create an effect that will play when your hero levels up. This requires you to have a hero that can level up in the first place, of course.
- Open up the Trigger editor by going to "Modules > Triggers" (F6). Right-click on the space on the left, and select "New > New Trigger" (Ctrl + T).
- With the new "Level Up!" trigger selected, right-click the box on the right and select "New > New Event" (Ctrl+E). Find "Unit Gains Experience Level" and click "OK."
- With the new "Event" selected, make sure the "Unit:" is set to "Any Unit" (Preset > Any Unit). If you have multiple heroes and want a different level up effect for each hero, you can make this specifically target those heroes individually. For the purpose of this tutorial, however, we'll assume all the heroes will have the same effect.
- Right-click the box again, and select "New > New Action" (Ctrl+R). Find "Text Message" and click "OK."
- Change the "Message:" to something like "You have gained a level!"
- Change the "Players:" to "Convert Player to Player Group" and select the specific player you want to see the message. If you are creating a single-player game, this can just be set to All Players.
- Change the "Message Area:" to "Directive." You can learn more about the text types here.
- Right-click the box again, and select "New > New Action" (Ctrl+R). Find "Attach Model To Unit" and click "OK."
- Change the "Model:" to "Hallucination Birth." Once thing to note is that it is usually easier to use models labeled "OneShotSpellFX" as they will stop playing once the animation is done. If you choose a "Persistent" effect, then you'll have to create another action to destroy it otherwise it will play forever.
- Change the "AttachPoint:" to "Overhead." This will play the model's animation over the hero's head. You can learn more about the specific attachment points here.
- Right-click the box again, and select "New > New Action" (Ctrl+R). Find "Play Sound On Unit" and click "OK."
- Change the "Sound Link:" to "Nexus_ChronoBoostImpact." It is recommended that you select a sound (specifically sounds that deal with "Impacts") that doesn't sound like an explosion, otherwise that may be confusing to the player.
- Change the "Players:" to "All Players." Since everyone will see the model animation on the unit, they might as well hear it as well.
- Change the "Unit:" to "Triggering Unit" (Function > Triggering Unit).
- You can also change the volume, height, and offset, but the default values should suffice.
- Right-click the box again, and select "New > New Action" (Ctrl+R). Find "Wait" and click "OK."
- Change the "Time:" to "5.0."
- Change the "Time Type:" to "Real Time."
- Right-click the box again, and select "New > New Action" (Ctrl+R). Find "Clear Text Messages" and click "OK."
- Change the "Options:" to "Directive Messages." If you chose a different spot on the screen for your text to appear, you will want to choose that instead.
- Change the "Players:" to "Convert Player to Player Group" and select the specific player you chose to see the message. Again, this can just be set to All Players if the map is single-player.
Congratulations, you now have your own level up effect when your hero gains a level!