Last week went off! over 1000 thread views and we had severaly different looking weapons, as per usual some overpowered and some balances, and they all looked great! Good job to all those that participated!
This weeks Data Exercise is a bit easier to come up with a result but you can make it as advanced as you would like to go! You are going to make an Aura, now an aura, for those that don't know is an Area of Effect around a certain unit that either benefits Allies or Disbenefit (can't think of a better word) an enemy.
Again I am not going to put strict criteria on this weeks exercise, I will leave it up to you what you create, but I will give some ideas to make your auras unique.
Bonus points to you if you can create an aura that will morph nearby marines into zerglings and maruaders into hydralisks.
Completed check it out here
Allright this time, see if you can create an aura that makes an earthquake effect under the unit with a fairly large raidus, this earthquake will move with the unit and do damage to buildings but not units. it will make the units run away though
Ok Seems I have been to easy, lets see if I can complicate things to finish. This aura will drain shields off protoss units, and play a draining effect to the caster. The caster will then increase in size with the more shields it gains, And when it gains a certain shield level, release a massive aoe energy explosion. The challenge for this aura is to be visually pleasing. (you can store the shields it gains in energy)
Need any more information just ask!
Have an Idea for the WDE, post it here!
Why not turn your results into an asset for others to use!
Current Project: Community Project
You mean something like Guardian Shield?
(SEA) TwiNight #471
Just call me TwiNight
Guardian Shield is an aura, yes. Anything that modifies/adds something to something else within the radius of.
That could be seen as an aura, but an aura is generally always on, If you have played wow a retribution aura would return a small amount of damage to attackers, or concentration aura would reduce knockback effects on casting, a slow aura would slow people in the area of effect down etc.
You can make it how ever you like, and as complicated as you like
Made a simple 5-level aura, which gives +5%/+10%/+15%/+20%/+25% to ranged attack, and has a simple actor effect.
Anyone who has problems understanding how it works can download it and look into it :)
And, by the way:
SA means Search Area
AB means Apply Behavior
LxSx - Level x Step x (Step 1 behaviors initiates a search area effect, which applies behavior Lx Step 2, which increase the attack)
I like this topic! My hero Jim Raynor has an ability called Command Aura. I might copy one of the auras you guys come up with. I'll definitely credit the person who's work I'm copying.
Current Project: Koprulu Mercs
Any1 here can suggest a good vid compressor?
Peacemaking, as the name suggests, stops all attacking within 7 range. Also make a Peacemaker unit to house this aura.
Data later maybe.
Data later maybe? you did it with triggers? :D
Virtual Dub is great for compressing. You just need the XVid MPEG-4 Codec. Turns a 1Gig file into 40~ megs.
Here we go, an aura, which slows enemies more, the longer they stay in range. Starts with 10% slow, increases by 10% every 0.5 seconds, stacks 20 times maximum. Stacks dimishingly, so after about 10 seconds you reached the maximum amount of slow at approximately 87,8% slow (1-(0.9^20)=0.878)
No he didn't do it with triggers, he meant he would explain his method of how he did it later maybe :) Unique idea though I like it!
A stacking aura, very nicely done :)
How did you get diminishing returns?
Stacks diminishingly mean stacks multiplicatively. For example, a unit with speed 1 will slow to 0.9 first, then to 0.81 rather than 0.8
I know what it means I was more interested in how he did it
Added a Challenge into first post
I plan on making my own unique submission, but one of the above creations inspired me to have a little fun first.
I hope you don't mind, but I decided to piggy-back off your very well-done aura and make something a tad flashier.
This modified version of Kueken531's Time Dilation affects enemy Missiles only and will dramatically slow their movement. If I were to make something like this for a live map I'd give the player a way to deal with the ever-increasing number of missiles chasing them, but I still think it makes for a cool/matrix-esque visual :)
(⌐■_■) - Data Specialist - Element TD
Was working on creating an auras which uses damage response but couldn't for the life of me get it to work, not sure what I am doing wrong.
I have set up the Aura - > search area -> apply behavior - > buff.
Now I played around with every combination of damage response in the buff but I can't seem to get it to do damage to itself. Not sure what I am doing wrong here. Any ideas on how to when the unit does damage, it inflicts a fraction of that damge to itself?
Quote from nevjmac: GoHow did you get diminishing returns?
Actually, time scale stacks dimishingly all by itself :D so I did not really do anything to achieve it. Just made a buff which sets the time scale of a unit to 0.9 and let it stack 20 times.
Btw the time scale affects the buffs as well, so the maximum amount of slow is not reached after 10 seconds, because the increase of the slow is slowed by the slow itself ( :D ). Initial slow is 10%, after 0.55 (0.5+10%) seconds it increases to 19%, which will increase to 27.1% after another 0.595 seconds (0.5+19%). You get the idea :-p . Interesting behavior, though.
I would suggest adding a 2nd buff to the missile, which applies a timed life of about 5 seconds, so eventually, the missiles will die before reaching the target. I did not find out, how to make them fall to the ground, like the original Time Bomb spell from the alpha mothership did :(
What about having the buff modify their "leech vital" property, but making the value negative? Wouldn't that cause them to damage themselves when they deal damage?
You'd have to change their Mover to do that I think. Not sure if there's a way to do that through Behaviors/Effects, but I'll mess with it another time :)
so you would not use damage responses but behaviour modification?
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