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Old 12-29-2009, 04:25 PM   #1
Terresquall
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Default [ANIMATION] Pit of Malice


Introduction

Essentially, this topic is suggesting a simple visual improvement to Pit Lord's Pit of Malice skill, which traps enemies in the affected area with bones entangling their feet.

The suggested changes are as follows:
1. Deform the ground to make an actual pit in the area.
2. Play Pit Lord's "spell slam" as the cast animation for the spell.

Making a Pit

Basically, when the spell is cast, a crater of radius 400 and depth 100 forms over 0.099 seconds in the affected area. In layman terms, when the spell is cast, a hole forms in the area.

This hole in the ground raises itself back to its original height after the spell expires. The hole restores itself back to normal over 2 seconds.

Code:
// Forming the crater
call TerrainDeformCrater(x,y,400,100,99,true)

// Deforming the crater
call TerrainDeformCrater(x,y,400,-100,2000,true)
Spell Slam

The Pit Lord should also be playing his "spell slam" animation instead of his "spell" animation when he casts this spell. His "spell slam" causes him to slam his weapon onto the ground as such:



It makes him look as though his slamming the ground is creating the depression on the ground that gives rise to the Pit of Malice.

Some Technical Stuff

- The crater cannot be made to deform over more than 0.099 seconds when created because any more than that causes a visual glitch where the first units caught by the spell will retain the height of the original ground level, making them "float" above the newly depressed ground.
- The crater is coded to be a permanent deformation when created (due to coding limitations). After 7 seconds, the ground is deformed back the same amount to restore it back to original (again, this reverse deformation is a permanent deformation). This method of coding causes no known leaks or problems that I know of.

Pictures

Here's a badly done GIF image showing the new Pit of Malice in action. You can roughly make out the depression that this causes on the ground:



The GIF is a poor representation of the new visual! That's why I've attached a testmap if you want to see the suggested visual in action.
Attached Files
File Type: w3x Pitlord.w3x (156.6 KB, 107 views)
 
Last edited by Terresquall; 12-29-2009 at 04:28 PM.
Old 12-29-2009, 04:37 PM   #2
L|Enzo
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Default Re: [ANIMATION] Pit of Malice

downloading test map now, it seems good with the GIF ^^
will give detailed review by tomorrow, it's almost 01:00 am here, I gotta sleep +_+
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Old 12-29-2009, 08:21 PM   #3
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Default Re: [ANIMATION] Pit of Malice

T-UP, i downloaded test map, and i loved it.

Quote:
- The crater cannot be made to deform over more than 0.099 seconds when created because any more than that causes a visual glitch where the first units caught by the spell will retain the height of the original ground level, making them "float" above the newly depressed ground.
That doesnt happen to Pitlord himself. I think it happens because you made the zombies static.
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Old 12-30-2009, 01:24 AM   #4
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Default Re: [ANIMATION] Pit of Malice

you should use fraps and a video to GIF converter for better quality on you animated gifs.

ON Topic:
I can't really see what's going on with the animated gif but I'll try to download the map later since i'm not on my pc.
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Old 12-30-2009, 01:27 AM   #5
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Default Re: [ANIMATION] Pit of Malice

Pit raises his hand when he cassts pit, that's it.
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Old 12-30-2009, 01:29 AM   #6
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Default Re: [ANIMATION] Pit of Malice

I can't say how much I love this.

Btw, it seems like a buff to him, which he hardly needs. (the slam animation is a bit faster, which will be HUGE buff)

t-up of course. (I recommend to download the test map, OP remove the Gif please it looks horrible and provides nothing except bad opinions)
 
Old 12-30-2009, 02:39 AM   #7
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Default Re: [ANIMATION] Pit of Malice

Agree. Simple but nice improvement
 
Old 12-30-2009, 03:01 AM   #8
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Default Re: [ANIMATION] Pit of Malice

at least an improvement
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Old 12-31-2009, 12:56 AM   #9
Terresquall
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Default Re: [ANIMATION] Pit of Malice

Quote:
Btw, it seems like a buff to him, which he hardly needs. (the slam animation is a bit faster, which will be HUGE buff)
Nope, changing cast animation does not affect the casting time of the spell. It may feel faster, but the overall cast time remains the same. Casting time is a unit trait that can be changed independently, regardless of the casting animation.
 
Old 12-31-2009, 02:11 AM   #10
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Default Re: [ANIMATION] Pit of Malice

I'd rather have him slam the ground depicting him creating a rift below hence the creation of Pit of Malice. While the spell animation (raising his weapon) can be used for his nuke.

Very nice suggestion here, as always. I support this one.
 
Old 01-05-2010, 03:03 PM   #11
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Default Re: [ANIMATION] Pit of Malice

Love your style.
Really nice animation suggestion.
Hope this get implemented soon, along with your others suggestions.
T-up
 
Old 03-09-2010, 09:51 AM   #12
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Default Re: [ANIMATION] Pit of Malice

 
Old 03-09-2010, 10:14 AM   #13
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Default Re: [ANIMATION] Pit of Malice

Nice improvement definitely T-up
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Old 03-09-2010, 10:40 AM   #14
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Default Re: [ANIMATION] Pit of Malice

T-up as usual
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Old 03-09-2010, 12:08 PM   #15
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Default Re: [ANIMATION] Pit of Malice

I've just tested it and after 10 or more casts, Pit lord just died.

On topic: It's pretty good looking so I'll T-UP it.
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Old 03-09-2010, 01:19 PM   #16
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Default Re: [ANIMATION] Pit of Malice

pretty good, fit the spell, T-UP
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Old 03-09-2010, 06:49 PM   #17
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Default Re: [ANIMATION] Pit of Malice

I just want to add that I love when Pit Lord slams the ground with his polearm.
Good job on that!
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Old 03-09-2010, 07:05 PM   #18
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Default Re: [ANIMATION] Pit of Malice

Yeah, it's great. T-UP!!
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Old 03-10-2010, 07:08 AM   #19
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Default Re: [ANIMATION] Pit of Malice

another epic visual suggestion!

t-up of course!
cheers!
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Old 03-11-2010, 10:21 PM   #20
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Default Re: [ANIMATION] Pit of Malice

T-up for this :d
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