i know there are tons of tutorials out there, but i simply dont want to watch a 30 minute video tutorial that explains me every little step on one ability.
so what im looking for is now, some simple ability-plan to know how an ability is built or what components are needed.
like this.. a standard hero ability has these things:
ability(ability_type)
- has behaviour(behaviour_type)
- has model(impact, launch etc.)
- ...
hope you get what i mean.. would it be possible that someone could write down some lines to give me such an plan?
also what i would like to know is, how basic ability types would be done, like something you throw that damages/stuns an unit, creating a voidzone, creating an passive ability like crit/evade and stuff like that.
again, i know there are lots of tutorials but watching them would take ages because none of them really covers the basics, every tut is for one ability type and explains only that ability... thats kinda useless.
There is no easy way to abilities, you'll have to learn a lot of stuff...
Anyway, an ability always has its actual ability at the end of the chain.
Then you have actors which are set up according to what you want to do (missiles need additional actors as well)
Behaviors are basically buffs and debuffs, but there are a lot more behavior types and just look through the list, i haven't really ever checked out the others, and ive done tons of abilities. You use these to simply buff or debuff unit. When you go into more complex spells, i tend to use dummy behaviors to "mark" unit, and then search effects to find marked units, and a validator that makes sure that the found units have the dummy behavior.
Most of the other stuff is effects, which are pretty straightforward. You got damage, apply behavior, create persistent, create unit, launch missile, set, search area, etc.
Apply behavior - Applies behavior (duh)
Damage - Do i really have to explain?
Create Persistent - an effect with a location that can last certain amount of time and spawn other effects periodically or specifically at the start/end. You can set periodic offsets to move the persistent. Probably the most useful effect type.
Create unit - creates a unit...
Launch missile - Launches a missile. You have to set up actors for this to work.
Set - A group of effects that are all executed at the same time. All fields that refer to effects and/or execute effects will be limited in one way or another to a single effect, but if you want to, lets say, teleport AND do damage, you'll need a set that includes both your effects
Search Area - Scans the radius you put in for units that match your filters and validators, and applies the effect you chose to all of them (unless the Target Field in the effect you chose isn't "target ...", for example if you want to apply behaviors to the caster equal to the amount of units in X radius around him) Also a very useful effect type, needed in majority of AoE spells, but can also be useful for single-target spells
there are more effect types, but just check their names and it should be clear as to what they do, i cant remember all of em at the moment.
Small example: Fireball-ish spell (with DoT) needs:
ability
Launch missile effect
2 damage effects (1 for direct impact damage, 1 for the DoT periodic damage)
1 unit (missile)
Apply behavior effect (for the DoT)
Buff Behavior (With a period of 1, any duration, and periodic effect should be the damage effect)
Set effect (Which has the direct impact damage effect and the apply behavior effect)
3+ actors (One for the missile unit, an action actor for the launch missile effect to execute, a model actor for the DoT to be visible on its target), there can be a lot more if you want it to look better...
They should be connected kind of like this:
Ability -> Launch Missile -> Set -> Behavior & Damage
PM me if you need more detailed help with something or examples.
hey everyone.
i know there are tons of tutorials out there, but i simply dont want to watch a 30 minute video tutorial that explains me every little step on one ability.
so what im looking for is now, some simple ability-plan to know how an ability is built or what components are needed.
like this.. a standard hero ability has these things:
ability(ability_type)
- has behaviour(behaviour_type)
- has model(impact, launch etc.)
- ...
hope you get what i mean.. would it be possible that someone could write down some lines to give me such an plan?
also what i would like to know is, how basic ability types would be done, like something you throw that damages/stuns an unit, creating a voidzone, creating an passive ability like crit/evade and stuff like that.
again, i know there are lots of tutorials but watching them would take ages because none of them really covers the basics, every tut is for one ability type and explains only that ability... thats kinda useless.
thanks, PatchOne
bump? anyone able to help here?
There is no easy way to abilities, you'll have to learn a lot of stuff...
Anyway, an ability always has its actual ability at the end of the chain.
Then you have actors which are set up according to what you want to do (missiles need additional actors as well)
Behaviors are basically buffs and debuffs, but there are a lot more behavior types and just look through the list, i haven't really ever checked out the others, and ive done tons of abilities. You use these to simply buff or debuff unit. When you go into more complex spells, i tend to use dummy behaviors to "mark" unit, and then search effects to find marked units, and a validator that makes sure that the found units have the dummy behavior.
Most of the other stuff is effects, which are pretty straightforward. You got damage, apply behavior, create persistent, create unit, launch missile, set, search area, etc.
there are more effect types, but just check their names and it should be clear as to what they do, i cant remember all of em at the moment.
Small example: Fireball-ish spell (with DoT) needs:
They should be connected kind of like this:
Ability -> Launch Missile -> Set -> Behavior & Damage
PM me if you need more detailed help with something or examples.