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Odin Nuke

  • 13 posts
    #1 Jan 27, 2013 at 14:43 UTC - 0 likes

    I've searched around, and found a lot of almost-answers, but I just can't seem to find the right ones. Basically, I want faster nuclear launches.

    1) How do I make it rise and drop faster? 2) How do I shorten the laser animation? This is the main reason why it's so slow.

    I'd prefer it if I could just change the numbers myself, as opposed to using Nova's nuke, for instance (which is somewhat faster).

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    #2 Jan 27, 2013 at 18:35 UTC - 0 likes

    The laser animation got nothing to do with the duration of the missile drop, Its just an animation that you can increase the speed of it.

    Try to find the diffrent between the effects of odin nuke and the hero nuke ( hero nuke land much faster ) Just search for a duration or something like that, If you couldnt find it then i will try to search for it once i get my hand on a pc. ;)

    #3 Jan 27, 2013 at 18:41 UTC - 0 likes

    Well, it makes no difference what speeds it up or not, so long as the time between the unit casting the ability and the impact is shortened.

    I'll check around.

    #4 Jan 27, 2013 at 19:48 UTC - 0 likes

    The nuke has 2 sources for delays: The (Persistent) effect controls the main calldown (red dot), the (Detonation) effect reveals the fog of war and is also linked to the falling missile animation.

    These have 2 delay timers each, and their relative timings might be necessary to synch up the animations. Reducing the main delay on the (Persistent) effect should shorten the red dot phase without any problems though.

    #5 Jan 27, 2013 at 22:23 UTC - 0 likes

    I'm starting to get a hang of it now. The nuke launches from the Odin faster, and lands faster. Great! You were also right about the synching. I'm not sure about the details, but when I first did it, I didn't synch up, and the nuke landed before it had even taken off! When it's synched, it's nothing like that.

    However, I'd like the animation for the laser decal (or "red dot", if you will) to play faster. Right now it plays at regular speed, and when the nuke is set to drop faster, the animation doesn't finish, which looks odd. The animation has some arrow-like thingies moving into the center, and when they reach the center, the nuke drops. Now they come about half-way and then the whole laser disappears.

    #6 Jan 27, 2013 at 22:34 UTC - 0 likes

    Under the actor for the targeting/launch visual just use the Animation Set Time Scale event action to speed it up.

    #7 Jan 27, 2013 at 22:55 UTC - 0 likes

    What is the actor called?

    #8 Jan 28, 2013 at 00:26 UTC - 0 likes

    There are several you need to be more descriptive. Odin Nuke Launch actor and Odin Nuke Indicator might be a good start.

    #9 Jan 28, 2013 at 08:47 UTC - 0 likes

    I think it's the indicator, but I can't get it play faster.

    EDIT: Yes, I did.

    Last edited Jan 28, 2013 by EivindL
    #10 Jan 28, 2013 at 08:54 UTC - 0 likes

    Take a look at Tosh's Nuke? His falls really quickly. Best I can tell you, I'm definitely no expert.

    #11 Jan 28, 2013 at 10:30 UTC - 0 likes

    I'm getting really close, but it's so hard to make everything look exactly right (yes I am a bit of a perfectionist).

    Is there a way for the Odin to launch another nuke before the first one lands? I want a sort of launch-launch-launch, drop-drop-drop effect.

    #12 Jan 28, 2013 at 11:51 UTC - 0 likes

    @EivindL: Go

    You can launch multiple instances from a Persistent effect with location offsets, these will either land in a fixed pattern or could be randomised. Individual targeting of each strike would require reworking the entire ability since the effect is channeled, thus launching the second nuke would abort the first strike.

    #13 Jan 28, 2013 at 16:13 UTC - 0 likes

    The moment you said "reworking". It's not that important! :P

  • 13 posts

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