Do you remember the WoL Beta? The Colossus used to have a devastator linear attack which followed its target, damaging it and everyrhing on its path over a little area. I think it didn't stop until the unit was killed or until it went far from a distance of 14 more or less from the Colossus. I'd like to make a remake of it because I've got a custom model in mind, a kind of Terran Colossus with its same or even added abilities. The model of course I have to do it trought 3DS Max but I won't use bones, I always animate it via Set Key mode. Any way on doing it?
Could be done by creating an invisible unit that is ordered to the attack target of the caster which has a periodic damaging buff. When not attacking the unit is destroyed.
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Could be done by creating an invisible unit that is ordered to the attack target of the caster which has a periodic damaging buff. When not attacking the unit is destroyed.
No time to make an example map but yes it can all be done with data. Have the weapon channel a Create Persistent effect on the target that creates an invisible unit capped at 1. The Create Unit effect applies a buff to the unit which allows it identify the caster with. The buff uses a periodic Set effect that uses an Issue Order effect that targets the target of the create persistent effect and orders the unit to move to it. It also has a Damage effect that targets the source with a remove death kind which is validated by a Unit Order Queue validator that checks if the caster of the persistent is using the attack ability. Finally it has a splash Damage effect for hitting stuff near the unit.
The unit has 0 collision and an air type mover. On birth you create the beams from it to the caster of the persistent effect.
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I know how to do everything except one thing. I'll be adding a behavior to the dummy target which follows the unit for last 6 seconds, so the Colossus attacks it for 6 seconds, even if no real targets (as in the video), but I want to know how to instant move the dummy target to another unit if the current real target is dead.
As stated in what I said the unit has a suicide effect branch that applies if the colossus has no attack target. The unit will be idle till it dies and if there is another target within that time frame it will move to it.
I also said to use an Issue Order effect that targets the next unit.
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Contribute to the wiki (Wiki button at top of page) Considered easy altering of the unit textures?
Do you remember the WoL Beta? The Colossus used to have a devastator linear attack which followed its target, damaging it and everyrhing on its path over a little area. I think it didn't stop until the unit was killed or until it went far from a distance of 14 more or less from the Colossus. I'd like to make a remake of it because I've got a custom model in mind, a kind of Terran Colossus with its same or even added abilities. The model of course I have to do it trought 3DS Max but I won't use bones, I always animate it via Set Key mode. Any way on doing it?
Pic please?
Contribute to the wiki (Wiki button at top of page) Considered easy altering of the unit textures?
https://www.sc2mapster.com/forums/resources/tutorials/179654-data-actor-events-message-texture-select-by-id
https://media.forgecdn.net/attachments/187/40/Screenshot2011-04-17_09_16_21.jpg
@hobbidude: Go
Exactly that video, I didn't find it.
Could be done by creating an invisible unit that is ordered to the attack target of the caster which has a periodic damaging buff. When not attacking the unit is destroyed.
Contribute to the wiki (Wiki button at top of page) Considered easy altering of the unit textures?
https://www.sc2mapster.com/forums/resources/tutorials/179654-data-actor-events-message-texture-select-by-id
https://media.forgecdn.net/attachments/187/40/Screenshot2011-04-17_09_16_21.jpg
@DrSuperEvil: Go
Could it be done purely trought data?
Would you mind making an example map?
No time to make an example map but yes it can all be done with data. Have the weapon channel a Create Persistent effect on the target that creates an invisible unit capped at 1. The Create Unit effect applies a buff to the unit which allows it identify the caster with. The buff uses a periodic Set effect that uses an Issue Order effect that targets the target of the create persistent effect and orders the unit to move to it. It also has a Damage effect that targets the source with a remove death kind which is validated by a Unit Order Queue validator that checks if the caster of the persistent is using the attack ability. Finally it has a splash Damage effect for hitting stuff near the unit.
The unit has 0 collision and an air type mover. On birth you create the beams from it to the caster of the persistent effect.
Contribute to the wiki (Wiki button at top of page) Considered easy altering of the unit textures?
https://www.sc2mapster.com/forums/resources/tutorials/179654-data-actor-events-message-texture-select-by-id
https://media.forgecdn.net/attachments/187/40/Screenshot2011-04-17_09_16_21.jpg
@DrSuperEvil: Go
I know how to do everything except one thing. I'll be adding a behavior to the dummy target which follows the unit for last 6 seconds, so the Colossus attacks it for 6 seconds, even if no real targets (as in the video), but I want to know how to instant move the dummy target to another unit if the current real target is dead.
As stated in what I said the unit has a suicide effect branch that applies if the colossus has no attack target. The unit will be idle till it dies and if there is another target within that time frame it will move to it.
I also said to use an Issue Order effect that targets the next unit.
Contribute to the wiki (Wiki button at top of page) Considered easy altering of the unit textures?
https://www.sc2mapster.com/forums/resources/tutorials/179654-data-actor-events-message-texture-select-by-id
https://media.forgecdn.net/attachments/187/40/Screenshot2011-04-17_09_16_21.jpg