First make a new behaviour. Under "Modification", set "Movement speed" to 0.7 or whatever value you want (1 is full movement, any number below that is slower. 0.7 would be a 30% movement impair).
Now make a new effect of the type "Apply Behaviour", set the target unit to "Target" and the launch location to "Caster" if it isn't already. Set the behaviour to be applied to the one you just made.
Finally make a new ability of the type "Instant - Target". Open up "Commands", give it a icon under "Buttons". Click "Cost +" and add a new element. Under "Time use", give it whatever cooldown you like and under resources, give it whatever energy cost you like. Finally under "Effect", place your apply behaviour effect here.
If you want to give it a cast time, go to "Prepare time" and give a value here. Click "Progress buttons" and put whatever cast bar icon you want under "Prepare".
Now you need a graphic. Go to Actors and create a new Actor of type Model Continuous. Click Events and add a new element. The trigger condition is Behaviour, the condition is your created behaviour, and the final field is "On". Now create a second event, same as the first but with "Off" as the final event. Give it an appropriate model under the model field.
If you want a casting animation too, make a new model. Again, Model Continuous. Events again. New event. Ability - Your Ability - Prepare Start. Make another, Ability - Your Ability - Prepare End. Give it whatever casting model you want. Glowy weapons is always good, so pick a small model and select Launch Attachment+, and add "Filter Weapon".
Some people say the sc2 editor is too complex. Clearly they just suck!
P.s. Do you want the spell to launch a missile and only take effect when the missile lands? Because that's about double again to what I just wrote.
Considering those effects already exist in the editor from the Hive Mind Emulator and Marauder. It is pretty easy to retroengineer abilities and behaviours using the object explorer. An alternative way to slow units is to lower the time scale.
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Contribute to the wiki (Wiki button at top of page) Considered easy altering of the unit textures?
hi, how can i create a slow spell like in wc3? so i do a spell and another unis movementis slowed down?
thank u
First make a new behaviour. Under "Modification", set "Movement speed" to 0.7 or whatever value you want (1 is full movement, any number below that is slower. 0.7 would be a 30% movement impair).
Now make a new effect of the type "Apply Behaviour", set the target unit to "Target" and the launch location to "Caster" if it isn't already. Set the behaviour to be applied to the one you just made.
Finally make a new ability of the type "Instant - Target". Open up "Commands", give it a icon under "Buttons". Click "Cost +" and add a new element. Under "Time use", give it whatever cooldown you like and under resources, give it whatever energy cost you like. Finally under "Effect", place your apply behaviour effect here.
If you want to give it a cast time, go to "Prepare time" and give a value here. Click "Progress buttons" and put whatever cast bar icon you want under "Prepare".
Now you need a graphic. Go to Actors and create a new Actor of type Model Continuous. Click Events and add a new element. The trigger condition is Behaviour, the condition is your created behaviour, and the final field is "On". Now create a second event, same as the first but with "Off" as the final event. Give it an appropriate model under the model field.
If you want a casting animation too, make a new model. Again, Model Continuous. Events again. New event. Ability - Your Ability - Prepare Start. Make another, Ability - Your Ability - Prepare End. Give it whatever casting model you want. Glowy weapons is always good, so pick a small model and select Launch Attachment+, and add "Filter Weapon".
Some people say the sc2 editor is too complex. Clearly they just suck!
P.s. Do you want the spell to launch a missile and only take effect when the missile lands? Because that's about double again to what I just wrote.
Made my day :)
wow thanks, thats a really good explanation for a very complicated thing... and yes the data editor IS fucking complicated...
and lol Quote from Eiviyn: GoSome people say the sc2 editor is too complex. Clearly they just suck!
Considering those effects already exist in the editor from the Hive Mind Emulator and Marauder. It is pretty easy to retroengineer abilities and behaviours using the object explorer. An alternative way to slow units is to lower the time scale.
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