I'm trying to redesign Void Ray as a unit to counter massive untis.
The idea is to give its beams a damage based on targets % of current HP.
It works fine.
To add micro and decision making to the unit, it deals 5% of hp with first charge, 4% with second, and 3% with third.
Question that I have for the all-knowing community is this: is there an easy way of altering it, so that it has the visual and attack sounds as if it was charged on first charge, and lose the visuals/sounds as it charges up?
Basically, when it is not charged, it looks and sounds like a charged one, but as it gains charges, it looks and sounds like as if it had none?
You are making a Void Ray that does bonus damage based on how much health a unit has. If, for example, a Battlecruiser is at full health, the Void Ray does 6 damage +5% of the target's current health (+28 damage) every 0.4 seconds. It slowly gets less powerful as the target loses health.
It also becomes less effective as it continues shooting. At a certain point, it'll only be doing +3% bonus damage so the player is required to micro the Void Ray away from the target until its attack damage resets.
You want to know how to make it look like the Void Ray has Prismatic Alignment activated during the initial attack and return to its normal attack graphic once it's been continuously attacking for a while.
Yes, exactly. The only thing that is a bit different is that I am using a WoL version of Void Rays weapon (or rather one that is the most similar, the LotV campaign Void Ray weapon that also increases range with each charge but uses same effects, behaviors and validators I believe), that has 3 levels of charge and 3 different visuals.
Void Ray has 3 "arms", and in WoL, it had first one active at the start, then activated second, and third charge level activated the third one.
At the moment, the weapon and damage effects work fine, but the Void Ray animations looks like it is charging up (one arm, two arms, three arms), instead of charging down while attacking (three arms, two arms, one arm).
In this picture you can see three stages of the charge, from 3 at the top, 2 at the middle, and 1 at the bottom.
There are many ways this can be accomplished, but I would set up three behaviors that last the desired duration. These behaviors would be used in validators in combination with a Switch effect to change the amount of damage done by the Void Ray.
As for aesthetics, you can create a few Model Addition or ModelAnimationStyleContinuous actors which are created and destroyed appropriately according to the state of the behaviors on your Void Ray. The beam itself has separate animations which can be utilized by actions triggered by the three different behaviors.
Thank you, this was helpful.
Instead of creating my own behaviors, however, I've just reversed the validators for different beams, as actors are linked to them and last thing I want is to work with actors and link them to correct beam charge.
The only issue I have now, is that the Void Ray doesn't look "charged" while out of combat. As soon as it starts attacking, all 3 arms are light up and it charges down how I want, but if I pull the Void Ray away, the charges disappear after a certain duration.
I'm gonna try to create those ModelAnimationStyleContinuous to fix it in my spare time, I have more important issues that I need to concentrate on.
Once again thank you for the idea.
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I'm trying to redesign Void Ray as a unit to counter massive untis. The idea is to give its beams a damage based on targets % of current HP. It works fine.
To add micro and decision making to the unit, it deals 5% of hp with first charge, 4% with second, and 3% with third.
Question that I have for the all-knowing community is this: is there an easy way of altering it, so that it has the visual and attack sounds as if it was charged on first charge, and lose the visuals/sounds as it charges up?
Basically, when it is not charged, it looks and sounds like a charged one, but as it gains charges, it looks and sounds like as if it had none?
You want a Void Ray that diminishes in beam power over time?
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Let's see if I got this right.
You are making a Void Ray that does bonus damage based on how much health a unit has. If, for example, a Battlecruiser is at full health, the Void Ray does 6 damage +5% of the target's current health (+28 damage) every 0.4 seconds. It slowly gets less powerful as the target loses health.
It also becomes less effective as it continues shooting. At a certain point, it'll only be doing +3% bonus damage so the player is required to micro the Void Ray away from the target until its attack damage resets.
You want to know how to make it look like the Void Ray has Prismatic Alignment activated during the initial attack and return to its normal attack graphic once it's been continuously attacking for a while.
Is that correct?
@redlerred7: Go
Yes, exactly. The only thing that is a bit different is that I am using a WoL version of Void Rays weapon (or rather one that is the most similar, the LotV campaign Void Ray weapon that also increases range with each charge but uses same effects, behaviors and validators I believe), that has 3 levels of charge and 3 different visuals.
Void Ray has 3 "arms", and in WoL, it had first one active at the start, then activated second, and third charge level activated the third one.
At the moment, the weapon and damage effects work fine, but the Void Ray animations looks like it is charging up (one arm, two arms, three arms), instead of charging down while attacking (three arms, two arms, one arm).
In this picture you can see three stages of the charge, from 3 at the top, 2 at the middle, and 1 at the bottom.
There are many ways this can be accomplished, but I would set up three behaviors that last the desired duration. These behaviors would be used in validators in combination with a Switch effect to change the amount of damage done by the Void Ray.
As for aesthetics, you can create a few Model Addition or ModelAnimationStyleContinuous actors which are created and destroyed appropriately according to the state of the behaviors on your Void Ray. The beam itself has separate animations which can be utilized by actions triggered by the three different behaviors.
Custom Campaign Initiative | Mapster Community Project: Data Wizards
Starcraft II: Unsung Rebels, a custom campaign for Starcraft II
SC2Saver, a way to create saved games via trigger
Frustrated with the editor and would like answers in real time? Join the SC2Mapster Discord!
@aZergBaneling: Go
Thank you, this was helpful. Instead of creating my own behaviors, however, I've just reversed the validators for different beams, as actors are linked to them and last thing I want is to work with actors and link them to correct beam charge.
The only issue I have now, is that the Void Ray doesn't look "charged" while out of combat. As soon as it starts attacking, all 3 arms are light up and it charges down how I want, but if I pull the Void Ray away, the charges disappear after a certain duration.
I'm gonna try to create those ModelAnimationStyleContinuous to fix it in my spare time, I have more important issues that I need to concentrate on. Once again thank you for the idea.