Hey guys, I wouldn't call myself an expert at the Editor, but I dabble quite a bit. Right now I am recreating all of the abilities in World of Warcraft (bosses) and Heroes of the Storm. I'm kind of struck on a few of them though if anyone has a quick summary or similar tutorial/ability I could look at for the following:
Starfall
Lunar Flare (I have the stun and the damage I am just troubled with figuring out how to have the stun and damage only occur when the actor impacts - as the model includes the entire animation)
Entangling Roots
Ring of Frost
Reading some of the other data posts I believe you're looking to add a delay on the damage effect, i'm not sure how to do it though. Check out some posts by abvdzh and look at the maps he's provided.
Starfall is a search area target point ability that deals x amount of damage total but is able to hit as many targets as are in the area. So the more targets there are the less damage each target takes. I'm guessing it is a Target Ability with a behavior effect of a percistant and each period is searching the area. Problem is I'm not sure how to add the actor into it so it looks like the missiles are raining from the sky (about UI Height of 20) and it deals damage only when it actually hits the target. But unlike blizzard or rain of Fire spell's it is targeted. I can make a AOE spell that casts random missiles that hit the ground and if you get hit by it then you take damage but I'm confused as to make it cast y amount of missiles equal to z amount of units. If that makes sense.
The second one is lunar flare. An actor is presented as wide as the search area and a missile is fired into the air. When the missile hits the ground the damage is done to anything in that area. Perhaps I am missing a mover, but I could never understand them enough to make one from scratch.
Third one is ring of frost. Has a delay which sounds pretty simple, but also it only effects units standing on the ring. Not in the center. I can make an full circle but unsure how to cut out the middle circle. Unless it's have a search of 10 and then exclude of 5. (Random numbers)
Last one was entangling roots. Have an actor play on the ground and as the actor increases its size any units caught in it before it expires gain a buff behavior.
So you want it to have a number of missiles equal to the number of targets but deal a flat damage total or constant number of missiles but spread out over however many units there are? Sounds like you will need triggers to do the damage adjustment if the first option. For the second one as you said a Create Persistent that uses a periodic Search Area effect that targets a single random target and launches a guided missile. As for the launch effects you need to have an invisible Model actor created as an attachment above the target unit (can add a SOp (Variance Rotation) to give a slight random angle) that has a Site actor attached to it that the Action actor for your missiles uses as the launch site.
For your second isuse you want a Splat actor that is linked to your Search Area effect. Look how the Templar Psi Storm Cursor Splat works. As for the ability you will need a Launch Missile effect that does a Damage effect with splash. Do not forget you need both a Mover and an ammo Unit for a missile attack. Actor wise you will need an Action actor to determine the visual launch and impact Site actors and a Missile actor for the ammo unit.
Use two Search Area effects and get the larger one to exclude units targeted by the smaller one using the Exclude fields
Single target or area mine field? If single target use a Create Persistent effect that uses increasing Search Area effects that apply the stun buff and as a final effect uses a search that removes the buff. Actor wise use the Set Scale event action to change the actor size over time.
For the two options I would like it to have each missile deal (x) damage and spawn missile equal to the number of units in the search area. If a unit leaves than a missile is removed. Unlike rain spell these missiles target each unit. Is that possible to do in data?
Then you probably need a Switch effect that uses Search Area effects with different number limits and on top of doing damage each missile adds a Buff behaviour stack to the caster telling how many missiles have been used. Once there is a limiting number of missiles it switches to a search area that will consume less than the total remaining working the way down to 1.
In the last post I said how to do each missile
Rollback Post to RevisionRollBack
Contribute to the wiki (Wiki button at top of page) Considered easy altering of the unit textures?
Hey guys, I wouldn't call myself an expert at the Editor, but I dabble quite a bit. Right now I am recreating all of the abilities in World of Warcraft (bosses) and Heroes of the Storm. I'm kind of struck on a few of them though if anyone has a quick summary or similar tutorial/ability I could look at for the following:
Starfall Lunar Flare (I have the stun and the damage I am just troubled with figuring out how to have the stun and damage only occur when the actor impacts - as the model includes the entire animation) Entangling Roots Ring of Frost
Much appreciated.
Torewin
@Torewin: Go
Reading some of the other data posts I believe you're looking to add a delay on the damage effect, i'm not sure how to do it though. Check out some posts by abvdzh and look at the maps he's provided.
Sounds like you want a missile? Maybe more details as to the whole ability?
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 guess I didn't format the post correctly.
Starfall is a search area target point ability that deals x amount of damage total but is able to hit as many targets as are in the area. So the more targets there are the less damage each target takes. I'm guessing it is a Target Ability with a behavior effect of a percistant and each period is searching the area. Problem is I'm not sure how to add the actor into it so it looks like the missiles are raining from the sky (about UI Height of 20) and it deals damage only when it actually hits the target. But unlike blizzard or rain of Fire spell's it is targeted. I can make a AOE spell that casts random missiles that hit the ground and if you get hit by it then you take damage but I'm confused as to make it cast y amount of missiles equal to z amount of units. If that makes sense.
The second one is lunar flare. An actor is presented as wide as the search area and a missile is fired into the air. When the missile hits the ground the damage is done to anything in that area. Perhaps I am missing a mover, but I could never understand them enough to make one from scratch.
Third one is ring of frost. Has a delay which sounds pretty simple, but also it only effects units standing on the ring. Not in the center. I can make an full circle but unsure how to cut out the middle circle. Unless it's have a search of 10 and then exclude of 5. (Random numbers)
Last one was entangling roots. Have an actor play on the ground and as the actor increases its size any units caught in it before it expires gain a buff behavior.
Thanks for the help!
Torewin
So you want it to have a number of missiles equal to the number of targets but deal a flat damage total or constant number of missiles but spread out over however many units there are? Sounds like you will need triggers to do the damage adjustment if the first option. For the second one as you said a Create Persistent that uses a periodic Search Area effect that targets a single random target and launches a guided missile. As for the launch effects you need to have an invisible Model actor created as an attachment above the target unit (can add a SOp (Variance Rotation) to give a slight random angle) that has a Site actor attached to it that the Action actor for your missiles uses as the launch site.
For your second isuse you want a Splat actor that is linked to your Search Area effect. Look how the Templar Psi Storm Cursor Splat works. As for the ability you will need a Launch Missile effect that does a Damage effect with splash. Do not forget you need both a Mover and an ammo Unit for a missile attack. Actor wise you will need an Action actor to determine the visual launch and impact Site actors and a Missile actor for the ammo unit.
Use two Search Area effects and get the larger one to exclude units targeted by the smaller one using the Exclude fields
Single target or area mine field? If single target use a Create Persistent effect that uses increasing Search Area effects that apply the stun buff and as a final effect uses a search that removes the buff. Actor wise use the Set Scale event action to change the actor size over time.
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
That's awesome!
For the two options I would like it to have each missile deal (x) damage and spawn missile equal to the number of units in the search area. If a unit leaves than a missile is removed. Unlike rain spell these missiles target each unit. Is that possible to do in data?
Thanks so much for the help.
Then you probably need a Switch effect that uses Search Area effects with different number limits and on top of doing damage each missile adds a Buff behaviour stack to the caster telling how many missiles have been used. Once there is a limiting number of missiles it switches to a search area that will consume less than the total remaining working the way down to 1.
In the last post I said how to do each missile
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