Wow thats awesome! Next time though try and make a new post so that it appears at the bottom, a few people may not see you have posted back in an older post :)
So there is the unit weapon that shoots at 2 targets? and the building weapon that destroys buildings in one hit?
Its the one man army again! I love it. And what is the effect your using to destroy the buildings?
Glad to hear you learnt some stuff this week, then my ideas are keeping everyone occupied
Here is the most extensive wiki on wikicreole http://kb.wowace.com/markup-types/wiki-creole/, I know there is one some where on mapster too I just don't know where
Its hard to see but is the baneling actually attatched to the unit? If so thats awesome. Very nice work!
Thanks! I don't know how I'd never seen that markup language before, but it's intuitive and awesome.
And yes, the baneling model is actually attaching to the Marine's head and animating. It's easier to see in full-screen =)
I'd likely play with the scale or try a different attachment point to make it more visible in a production map.
Mine's just a basic weapon, 5 damage per impact, 3 missiles per attack, every 1.5 seconds. So 15 DPS. A little high... LOL.
Anyways, since I'm really trying to learn attachments and sites right now, I decided to add a Spore Colony to the Overseer.
Everything works fine, EXCEPT FOR ONE THING!!! The missile won't launch from the Spore Colony's Weapon attachment point, even though I've done everything properly.
I'll delete the edits on the old post and fix the formatting a couple of hours later and make a new one. Just check the Kill flag in the damage effect and you can kill anyting in 1 shot. And the missile weapon not only shoot 2. It shoots anything within 7 range.
Yea I know its just the vortex, didnt change much to it because I just wanted to see if I could make it happen. Still takes a long time to figure out how everything is linked and which part is used for what. Or what I need to get a certain effect that I have in my head. But I'll get there :)
I quite like the idea of this weapon, its simple and suits the overseer as it currently doesn't have an attack animation. I'm afraid I don't know how to help with the site actor, thats one area that I havn't ventured to myself yet. Hopefully we can get a more expereinced data editor to look over it and see.
Woot! Thanks to Dryeyece on IRC, we were able to solve my problem! Used a slightly different method, but it works! Also tweaked some stuff for better overall... ness, lol. I'll record & post video later tonight, but I ain't done. I'm going to be re-modifying the Overseer's weapon to be even cooler, but still somewhat similar. Will also tone down the damage to make it more balanced. Expect news in a day or 2!
I made a simple missile weapon that can only target biological units, causes 7 damage, and applies a behavior that removes control from the player and makes the units attack eachother. Nothing too special, but it did help me learn about behaviors. Attached to this post is the map, because I didn't bother to make a video.
Made a Muta-like ability of attack (except, there is no weapon :D ). The missile splits after 1 impact into 5 segments, then to 6 more (if I'm not mistaken).
Thats a cool looking attack, only suggestion I would have for you, is to see if you can get the weapon to launch from the overseer rather than from the ground below it. otherwise nice job!
That behaviour is awesome very nicely put together, I would have one suggestion though, see if yuo can make it so that when they no longer have control they don't attack the overseer. I found that when I used the marines in your map to attack the overseers they overseers died cause they were being attacked.
Here's the updated attack for my Overseer's Psionic Plasma attack. It now fires "from" the spore colony, hehe.
like I said, I am now going to re-tweak this and make it even cooler looking, while also balancing it so that 12 overseers can't take out that many units.
Update! Now that I pretty much fully understand how this all works, it's so damn easy!
Version 4 of the Overseer Weapon - He's now got 2 Spore Colony's attached to him, 2 different launch points, sticking out of the front. The hardest part was figuring out the Site Ops Explicit Rotation, getting it mirrored was a pain. But it looks pretty damn cool. MIGHT test out more whacky combinations, and update again. I'm having alot of fun doing these hahaha.
Thats a really unique looking weapon, well done on creating that. I do have one question on it though, what happens if the overseers attack something on a cliff above or below, do the green balls just walk up the cliff or do the overseers move into a position where the green balls can work properly?
Currently they fly up the cliff as if a marauder had shot up the cliff, I wanted to make it walk around but didn't get that working yet. I don't have time today but I will try playing with an idea on that tomorrow.
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@ftbhrygvn: Go
Wow thats awesome! Next time though try and make a new post so that it appears at the bottom, a few people may not see you have posted back in an older post :)
So there is the unit weapon that shoots at 2 targets? and the building weapon that destroys buildings in one hit?
Its the one man army again! I love it. And what is the effect your using to destroy the buildings?
@Chiquihuite: Go
Glad to hear you learnt some stuff this week, then my ideas are keeping everyone occupied Here is the most extensive wiki on wikicreole http://kb.wowace.com/markup-types/wiki-creole/, I know there is one some where on mapster too I just don't know where
Its hard to see but is the baneling actually attatched to the unit? If so thats awesome. Very nice work!
@nevjmac: Go
Thanks! I don't know how I'd never seen that markup language before, but it's intuitive and awesome.
And yes, the baneling model is actually attaching to the Marine's head and animating. It's easier to see in full-screen =)
I'd likely play with the scale or try a different attachment point to make it more visible in a production map.
As usual, watch in HD!
Mine's just a basic weapon, 5 damage per impact, 3 missiles per attack, every 1.5 seconds. So 15 DPS. A little high... LOL.
Anyways, since I'm really trying to learn attachments and sites right now, I decided to add a Spore Colony to the Overseer.
Everything works fine, EXCEPT FOR ONE THING!!! The missile won't launch from the Spore Colony's Weapon attachment point, even though I've done everything properly.
I made all the stuff on my own, then I properly linked it all up referencing both of ProzaicMuze's tutorials and even reading through some of the posts following the tutorials(Mostly the first one, more to the point of what I needed)
* http://forums.sc2mapster.com/resources/tutorials/8926-data-working-with-attachments-beginner-difficulty/
* http://forums.sc2mapster.com/resources/tutorials/4284-data-working-with-hosting-and-site-operations-the-uberlisk/
I even remade this map 3 times, always the same result.
Here's the post I made, hoping someone can help.
http://forums.sc2mapster.com/development/data/15049-site-actor-not-working/
@nevjmac: Go
I'll delete the edits on the old post and fix the formatting a couple of hours later and make a new one. Just check the Kill flag in the damage effect and you can kill anyting in 1 shot. And the missile weapon not only shoot 2. It shoots anything within 7 range.
@nevjmac: Go
Yea I know its just the vortex, didnt change much to it because I just wanted to see if I could make it happen. Still takes a long time to figure out how everything is linked and which part is used for what. Or what I need to get a certain effect that I have in my head. But I'll get there :)
The EPIC EPIC (= OVERPOWERED) Overseer is finally here.
Assuming you know how to arm the weapons once they are done.
Acid
Of course you have to edit some fields to point to the right object.
Psi Bombard
@BDmon: Go
If you put that together yourself from scratch its still very well done :) nice work!
@BorgDragon: Go
I quite like the idea of this weapon, its simple and suits the overseer as it currently doesn't have an attack animation. I'm afraid I don't know how to help with the site actor, thats one area that I havn't ventured to myself yet. Hopefully we can get a more expereinced data editor to look over it and see.
@ftbhrygvn: Go
Very nicely done, easy to follow through how you created it :) and the weapon looks good :P definetly overpowered though haha
I am planning to do another weapon if I have spare time. My ranking is dropping.......
Woot! Thanks to Dryeyece on IRC, we were able to solve my problem! Used a slightly different method, but it works! Also tweaked some stuff for better overall... ness, lol. I'll record & post video later tonight, but I ain't done. I'm going to be re-modifying the Overseer's weapon to be even cooler, but still somewhat similar. Will also tone down the damage to make it more balanced. Expect news in a day or 2!
I made a simple missile weapon that can only target biological units, causes 7 damage, and applies a behavior that removes control from the player and makes the units attack eachother. Nothing too special, but it did help me learn about behaviors. Attached to this post is the map, because I didn't bother to make a video.
Made a Muta-like ability of attack (except, there is no weapon :D ). The missile splits after 1 impact into 5 segments, then to 6 more (if I'm not mistaken).
@o3210: Go
Thats a cool looking attack, only suggestion I would have for you, is to see if you can get the weapon to launch from the overseer rather than from the ground below it. otherwise nice job!
@Doomsaloto: Go
That behaviour is awesome very nicely put together, I would have one suggestion though, see if yuo can make it so that when they no longer have control they don't attack the overseer. I found that when I used the marines in your map to attack the overseers they overseers died cause they were being attacked.
@nevjmac: Go
Here's the updated attack for my Overseer's Psionic Plasma attack. It now fires "from" the spore colony, hehe.
like I said, I am now going to re-tweak this and make it even cooler looking, while also balancing it so that 12 overseers can't take out that many units.
@BorgDragon: Go
Looks really good! Make sure you attatch the map of the final product once your done :D!
I like it, it deals with the main problem for probably most weapons, the missing attack animation, in a nice way.
Update! Now that I pretty much fully understand how this all works, it's so damn easy!
Version 4 of the Overseer Weapon - He's now got 2 Spore Colony's attached to him, 2 different launch points, sticking out of the front. The hardest part was figuring out the Site Ops Explicit Rotation, getting it mirrored was a pain. But it looks pretty damn cool. MIGHT test out more whacky combinations, and update again. I'm having alot of fun doing these hahaha.
Done some tests today. My 2nd weapon is quite nice now. Maybe I'll make and post it if I have some more spare time before WDE #3.
BTW, I should learn SOps after I make the map
Not completely happy with this but I decided it was good enough to post anyways.
The one thing I wanted to do that I couldn't quite figure out was have the dropped bombs use ground pathing instead of missile after they dropped.
I have an idea how to do this, maybe I will attempt it if I have time tomorrow.
@Lilianna: Go
Thats a really unique looking weapon, well done on creating that. I do have one question on it though, what happens if the overseers attack something on a cliff above or below, do the green balls just walk up the cliff or do the overseers move into a position where the green balls can work properly?
@nevjmac: Go
Currently they fly up the cliff as if a marauder had shot up the cliff, I wanted to make it walk around but didn't get that working yet. I don't have time today but I will try playing with an idea on that tomorrow.