Well last week was a good start, we all learned a few things, had a couple of people attempt, hopefully we can get a few more and get some more diverse results this week.
Weekly Data Exercise #2
This week we are going to create a weapon for a unit that does not have one, This week it will be the Zerg Overseer. You can be as wild as you want to be with this weapon, but keep the weapon scaled with respect to other units.
Criteria:
No strict criteria this week, will leave it up to your immaginations and see the results we can come up with
Hey nevjmac, I'm willing to give it a shot although i dont know much of the data editor yet..
Just remade ftbhrygvn's sticky grenade to learn and combined it with a vortex, so u suck in all the units and bam! Funny to make :)
The original exercise was to give the virophage feederling a weapon, but nevjmac found a weapon for them already present in the editor, so he changed the topic.
lol I'll update that, my second weekly exercise wasn't this originally but then I discovered a whole lot of hidden stuff so I scratched that idea, thanks for pointing that out :)
nice Kueken, glad to see you got your tentacles working :P
Indeed, it was a long fight -.- Well, with ProzaicMuze supporting me, what could possibly go wrong? :p (sadly he seems to have disappeared lately, no more tutorials :( )
Interesting I am doing something similar. I'm making an upgraded Overlord which has an attack and an epic ability. I'll make a new map (the old one is so messy) and a vid when I'm back home.
The idea was that the Overseer would drop down a mobile "Creep Tumor" which would bury underground, move while burrowed towards the target (it could be killed if detected), unburrow at its feet and inflict it with a debuff that would start to emit creep around the unit (this was actually someone else's idea as an addition to my creep ball idea). Would be cool to see this if someone made it though. ^^
Hmmmm that ablility just looks like a vortex currently, what I would suggest is trying to get the vortex to go off after the delay, rather than going off straight away :)
I might try again after a while, I've been learning quite a lot about the data editor by talking on the IRC channel. :x
You can totally pull it off with creative use of Actor Events. I'd take a crack at it myself, but I don't have enough time left after working on my own submission. Don't give up!
I had fun putting this together, even if it's not quite as polished as I'd like. I learned a fair bit about not only weapons and missiles, but also the creation of complex debuffs.
The "Creep Injector" weapon does light damage on impact, then 2 ticks of periodic damage before jumping to another nearby unit (or vanishing if no new host is available). If the damage would kill the unit, it will instead explode dealing 50 damage in a small AoE. The Overseer may continue to attack and create additional jumping debuffs.
A cute little baneling appears to terrorize the victim for the duration of the effect.
Actors-
Creeping Death (Tip: Modify from Zeratul's "Void Prison Model" Actor)
Actor Type: Model
Parent: ModelAddition
Auto Scale Factor: 0.75
Host Site Operations: SOpAttachHead
Model: Baneling
Events:
ActorCreation
AnimBrackStart BSD Birth Stand Death
ActorOrphan
Destroy
AnimBracketState.*.AfterClosing
AnimName BSD
Destroy
Behavior.CreepingDeath.On
Create
Behavior.CreepingDeath.Off
AnimBracketStop BSD
This actor will create the "attached baneling" visual effect on the target.
Behaviors-
Creeping Death
Duration: 1.1
Period: 0.5
Period Count: 2
Effect - Initial: Creeping Death (Attack Damage)
Effect - Periodic: Creeping Death (Period Damage)
Effect - Final: Creeping Death (Burst Search)
Expire Effect: Creeping Death (Jump)
This Behavior pretty much drives the weapon.
Effects-
Effects that occur when the weapon is fired, in rough chronological order.
Creeping Death (Launch Missile)
Ammo Unit: Baneling
Impact Effect: Creeping Death (Apply Behavior)
Movers: Corruption (Unnamed)
Creeping Death (Apply Behavior)
Behavior: Creeping Death
Validators: (CDIsDebuffed)
Creeping Death (Period Damage)
Amount: 5
Death: Disintegrate
Creeping Death (Jump)
Effect Type: Search Area
Areas + (360):(-1):(5):(0):(Creeping Death (Apply Behavior))
Creeping Death (Burst Search)
Effect Type: Search Area
Areas + (360):(-1):(2):(0):(Creeping Death (Burst Damage))
Validators: (CDLife5OrLess)
Creeping Death (Burst Damage)
Amount: 50
Death: Disintegrate
Validators-
CDIsDebuffed
Type: Unit Compare Behavior Count
Behavior: Creeping Death
Compare: Less Than
Value: 1
Used in the logic that prevents debuffs from bouncing to an already-debuffed unit..
CDLife5OrLess
Type: Unit Compare Vital
Compare: Less Than
Value: 6
Used in the logic that determines if the debuff jumps or explodes.
Weapons-
Overseer - Creep Injector
Damage Display Effect: Creeping Death (Period Damage)
Weekly Data Exercise
Well last week was a good start, we all learned a few things, had a couple of people attempt, hopefully we can get a few more and get some more diverse results this week.
Weekly Data Exercise #2
This week we are going to create a weapon for a unit that does not have one, This week it will be the Zerg Overseer. You can be as wild as you want to be with this weapon, but keep the weapon scaled with respect to other units.
Criteria:
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
edit. Embarassing moment over, Good luck on this weeks WDE :)
@nevjmac: Go
Why would we need campaign dependencies?
Hey nevjmac, I'm willing to give it a shot although i dont know much of the data editor yet.. Just remade ftbhrygvn's sticky grenade to learn and combined it with a vortex, so u suck in all the units and bam! Funny to make :)
Anyway lets see how far i get :P
I'll give it a try tomorrow. It shall be known as the Malignant Creep Tumor. o//
Here we go, an old testmap of mine, where I used an Overseer to test tentacle attacks :p
Launches 2 tentacles, which hit the enemy and damage it. They stay attached for a second and cause damage again, when pulling back.
The original exercise was to give the virophage feederling a weapon, but nevjmac found a weapon for them already present in the editor, so he changed the topic.
@BorgDragon: Go
lol I'll update that, my second weekly exercise wasn't this originally but then I discovered a whole lot of hidden stuff so I scratched that idea, thanks for pointing that out :)
@BDmon: Go
Good to hear, that is the whole purpose of these exercises, post a video of it or the map of it up in the old post so I can take a look, sounds fun!
@A1win: Go
Sounds "creepy" Can't wait to see it!
@Kueken531: Go
How much damage are those tentacles doing? It doesn't seem to be doing much if any damage at all? I like the effect though, nice work!
nice Kueken, glad to see you got your tentacles working :P
Indeed, it was a long fight -.- Well, with ProzaicMuze supporting me, what could possibly go wrong? :p (sadly he seems to have disappeared lately, no more tutorials :( )
In the map, they do 1 damage, I think, but that can be changed easily. I just did not want all the enemies to die that fast :p
Interesting I am doing something similar. I'm making an upgraded Overlord which has an attack and an epic ability. I'll make a new map (the old one is so messy) and a vid when I'm back home.
I posted a vid on the other thread :)
http://forums.sc2mapster.com/development/data/14750-weekly-data-exercise-1-sticky-bombs/#p14
BD
I gave up already. :P
The idea was that the Overseer would drop down a mobile "Creep Tumor" which would bury underground, move while burrowed towards the target (it could be killed if detected), unburrow at its feet and inflict it with a debuff that would start to emit creep around the unit (this was actually someone else's idea as an addition to my creep ball idea). Would be cool to see this if someone made it though. ^^
I'll get working on it! Ovies of doom!
@A1win: Go
Don't give up, what are you stuck on explain, I'm sure we can help you in some way. The idea sounds utterly amazing!
Ooh, I like this.
Will have to try and do something outside the box here when I get home from work =)
@Chiquihuite: Go
Good to hear and welcome to mapster!!!
@BDmon: Go
Hmmmm that ablility just looks like a vortex currently, what I would suggest is trying to get the vortex to go off after the delay, rather than going off straight away :)
I might try again after a while, I've been learning quite a lot about the data editor by talking on the IRC channel. :x
@A1win: Go
There is so much to learn, and so far there are very few limitations. your weapon will be able to be done!
You can totally pull it off with creative use of Actor Events. I'd take a crack at it myself, but I don't have enough time left after working on my own submission. Don't give up!
EDIT: Thanks for the formatting help, nevjmac! =)
I had fun putting this together, even if it's not quite as polished as I'd like. I learned a fair bit about not only weapons and missiles, but also the creation of complex debuffs.
The "Creep Injector" weapon does light damage on impact, then 2 ticks of periodic damage before jumping to another nearby unit (or vanishing if no new host is available). If the damage would kill the unit, it will instead explode dealing 50 damage in a small AoE. The Overseer may continue to attack and create additional jumping debuffs.
A cute little baneling appears to terrorize the victim for the duration of the effect.
Actors-
Events:
This actor will create the "attached baneling" visual effect on the target.
Behaviors-
This Behavior pretty much drives the weapon.
Effects-
Effects that occur when the weapon is fired, in rough chronological order.
Validators-
Used in the logic that prevents debuffs from bouncing to an already-debuffed unit..
Used in the logic that determines if the debuff jumps or explodes.
Weapons-