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Alpha-stage Time Bomb (suggestions/help)

  • 9 posts
    #1 May 09, 2010 at 16:56 UTC - 0 likes

    Hi. I'm trying to recreate the "Time Bomb" Mothership skill from the alpha version. I couldn't find any threads related to it so I guess this hasn't been published before (If it has, please tell me where).

    I currently have a working spell, which slows units/missiles to a stop over a second or so after entering the AoE, and resets them to normal speed once the effect ends. Sadly I have only managed to kill missiles at the end, I'll need some help with the "drop to the ground" bit.

    I'll also have to set up some Validators to only unfreeze units if no Time Bomb field remains, I need help with that too.

    Currently the skill is a mess of 7+ effects, and the debuff I use lasts for 10 seconds (I reapply it a lot, so units don't just freeze upon entering, but get slowed down gradually). If anyone has any suggstions, please post.

    Thanks in advance!

    Edit: I'm too lazy to update the map for this, but set the buff duration to 1-2 seconds, that'll fix one issue.

    Last edited May 09, 2010 by Photoloss
    Name Description Size MD5
    Temporal_Rift.SC2Map My test map 34.8 KiB 135ecdb57499...
    #2 Jun 02, 2010 at 05:30 UTC - 0 likes

    using Photoloss's effects i was able to recreate it somewhat, but i honestly dont know what to do to get the missiles to drop on the floor, what sort of actor should I be using to accomplish this, guys?

    #3 Jun 02, 2010 at 05:48 UTC - 0 likes

    Perhaps a behavior that changes the movers of the missile? There is the gravity setting in movers after all. I'm sure they used that. That's the only part of mover (gravity) I haven't played around with yet. Try and tell me how you went ^__^

    Of course the ability could been using custom death animation for the bullets. Probably need to think this over. x_x

    Last edited Jun 02, 2010 by zifoon
    #4 Jan 11, 2013 at 08:56 UTC - 0 likes

    ya the map just freezes when missles go inside the temporal rift. its bugged

    #5 Jan 11, 2013 at 09:03 UTC - 0 likes

    It is definitely a custom death, which means a complete custom model. There is no way to activate physics for an object through the data editor.

    I haven't been able to find this physics-missile model though so it must have been removed, a LOT of stuff was removed before they shipped us the editor.

    Cyber Jorts

    #6 Jan 11, 2013 at 14:32 UTC - 0 likes

    try looking at the reaper jump behavior and seeing if that can help you with your missiles drop. also another way is to use trigger s to change the mover of the missile to a custom one.

    edit: lol oops i didn't notice the date of the originial post almaity.

    Last edited Jan 11, 2013 by willuwontu

    I'm a triggerer
    I can't make awesome terrains
    I dabble in data

    I suck at poems
    That is why i do haiku
    i suck at them too :(

    #7 Jan 11, 2013 at 15:16 UTC - 0 likes

    http://t2.gstatic.com/images?q=tbn:ANd9GcSRu9VByjcbL8v7wF6SjjAxD8CT-ep5k4C5-tKrpt3MBvEzXQpeAg&t=1

    Is any of you actually trying to do this themselves, or just randomly stumbled on a two and a half year thread and tried to help?

    Projects: Starmon - RuneCraft
    http://i.imgur.com/1jpXAne.png

    #8 Jan 11, 2013 at 15:44 UTC - 0 likes

    Ah, someone bumped an old thread.. Well anyway, for whoever reads this, you'll want to use a bloody custom model for your falling missiles.

    Last edited Jan 11, 2013 by zorbotron
    #9 Jan 11, 2013 at 18:56 UTC - 0 likes

    Or just make the movers of all missiles revert to a throw driver with high gravity before expiring.

    • Necro_taunt.png
  • 9 posts

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