Hey, i have a problem - how are you issuing an order to the newly created units (that were created with persistent effect)?
You are referring to my map, I guess? Have a good look at it. The Create Unit- Effect has a field called Effect - Spawn. This effect is executed on the new created unit when it spawns.
I used an effect called Create Unit Set. It contains the MercAirDrop effect from the campaign (which causes the banshee to drop from space like the mercenary banshees in the campaign) and the IssueTurnOrder Effect, which causes the banshees to turn to the target point.
Then I added an expire effect to the final behavior of the MercAirDrop (called MercAirDropC), which issues an order in the direction the banshee is looking (thats why I turn the banshee in the correct direction first), using a persistent effect with an offset.
From the napalm article:
Quote:
One firebomb released from a low-flying plane can damage an area of 2,500 square yards (2,100 m2).
Wow, so basically 1 bomb has to incinerate the whole map xD
Oh, wow, was playing around with some fire for the napalm, and fire really seems to cause performance drops. 1 single fire object at a scale of 5 made my fps drop to 40.
I wanted it to look something like that, but at 18 fps, it will be hardly useable for a spell :(
There are already drop-pods in the game...so I imagine not.
Well, it fits the requirements, I guess... and its not that this is a competition or something ;) Just create, what comes to your mind. The whole point is to work with data and maybe learn something in the process or provide ideas to other people. Its not to show off awesome editor skills or something.
Kueken hit the nail on the head. If a system of papartroopers means that you learn how the drop pods woek etc and you learn something from the data editor in creating that ability then great!
If you can think of another way to recreate a similar looking ability. Then even better!
Hi guys. I tried designing an Air Strike ability like Kueken's, but I think I bit off more than I can chew. If someone could walk me through the process, I'd be mighty grateful. Here's a description of my ability:
My Air Strike ability's similar to Kueken's. When the player clicks on the ability, a AOE (area of efffect) cursor effect will show up. After the player clicks which area he wants the ability to damage, 3 Dusk Wings descend towards the planet, at a point slightly in front of the the target area. The Dusk Wings are "standing" close together in an upside down "V" formation. All 3 Dusk Wings are facing in the direction of [line from hero to target]. When the Dusk Wings finish their descent, they hover for 0.5 seconds, and then commence dropping missiles that strike almost every part of the terrain in the AOE. The bombardment lasts about 3 seconds. All enemies in the AOE are equally damaged by the ability. When the Dusk Wings are finished with their bombardment, they ascend straight upwards.
Paratroopers - I am interested in seeing how people come up with an idea to finish this one. Basically a ground int calls in for reinforcements and a air unit will fly over and drop units off, these units should fall to the ground slowly as to not cause damage to themselves.
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Very basic paratroop style ones, took about 30 mins after work to do this. (Still learning my way around) Don't have access to fraps atm so if anyone else wants to put up a video of this probably bad example go ahead :P
1 unit (unmovable) summons in 2 maruaders that simulate parachuting
I havent disabled movement while height is lowered but that would be easy enough to do as well.
Some more information would be nice, for example what you got so far and what exactly you are struggling with. Did you add me in MSN yet? I tried to add you, but cannot see you yet.
Your Marauders start on the floor and then jump in the air to start gliding to the floor again :D. Maybe hiding the actor for a split-second would be nice.
Your Marauders start on the floor and then jump in the air to start gliding to the floor again :D. Maybe hiding the actor for a split-second would be nice.
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Yeah I noticed that on a run after I posted it, was a quick job I done after getting home, wanted to try and do something at least for this weeks one since I missed out on week 1 & 2. Been tied up with my map trying to work out bugs and other bits with the data editor so thought this might be a good way to have a break from that try something else . Still learning my way around the data editor, as most people are, so I'll have a look at fixing the problems with the one I posted later, just managed to work out requirements (only thing I haven't searched for a tutorial for besides removing) and am implementing these in my map atm.
Thought I'd post the one as is in-case anyone else hadn't thought of doing it that way (or similar) and wanted to improve on it.
i am also trying to learn some of these techniques and currently have been working on a strike similar to Kueken's. I have it working as far as launching missiles and dealing damage but for some odd reason, my missiles are not hitting the ground, rather they hit at the same height as the caster.
I have gone through Kueken's works and tried lowering the host impact and what not but it still hits the air.
i am also trying to learn some of these techniques and currently have been working on a strike similar to Kueken's. I have it working as far as launching missiles and dealing damage but for some odd reason, my missiles are not hitting the ground, rather they hit at the same height as the caster. I have gone through Kueken's works and tried lowering the host impact and what not but it still hits the air.
I had the same problem, I created an Actor Site Operation for this. You will notice for many of my impact effect actors, that they use the host site operation Air Strike - Lower by 6 (maybe the ID is still LowerBy3.75, I changed the height in the development process)
Challenge 1: Napalm Drop
I used a huge chunk of my previous air strike. I wanted to utilize some other models at first, for example there is a napalm bomb model, but it looks ugly and has very strange animations, so i just used the same models again and added some fire ;)
I wanted to make it burn foliage as well, but could not get it to work, so it just burns trees for now.
Note that I had to lower my shader settings, on high shaders the fps dropped massively. The video is recorded with medium shaders, which causes no problems at all.
I had the same problem, I created an Actor Site Operation for this. You will notice for many of my impact effect actors, that they use the host site operation Air Strike - Lower by 6 (maybe the ID is still LowerBy3.75, I changed the height in the development process)
yeah i noticed that and tried to put those that offset into the target impact locations, and well the explosions were at the correct level but the missiles would be in the air. Which personally i thought was a little bit strange =P
what i have so far is attached, my only focus this far is trying to get the unit to launch missiles at the target offsets, not so much making it look like an airstrike.
Edit the explosions are actually beneath the ground as i was playing around with the lower value and forgot to change it back =P my bad
Don't you hate it when just post a question then immediately after you realize what was wrong...... turns out i missed the point site ops -_- quite irritating.. lol thanks anywaysss =D
A ground unit calls a nearby air unit for support. The air unit will follow it from now on and attack nearby enemies.
I wanted to use the carrier hangar ability first, but I wanted to be able to call already existing flyers. I did not get this to work with the hangar ability, so I used some kind of workaround.
I scrapped what I had earlier. I thought it would be easier to start from the beginning. Basically, I had the ability linked to a Create Dusk Wings effect (Effect Type: Create Persistent). Create Dusk Wings was linked to Create DW 1, Create DW 2 and Create DW 3. These effects were of the type Create Unit. When I cast the ability, there was a 3 second delay and then a Dusk Wing (mercenary banshee) just suddenly appeared at the target. There was no "descend" animation and only 1 Dusk Wing appeared.
I'd like for 3 Dusk Wings to descend using the "orbital descend" animation. Also I'd like for them to be in an upside down "V" formation, with all facing the same direction (away from the casting unit and directly towards the target). Also, I'd like for the lead Dusk Wing to be positioned in front of the target, not right on top of it. Then the bombardment would commence.
Hey, I have a problem - how are you issuing an order to the newly created units (that were created with persistent effect)?
You are referring to my map, I guess? Have a good look at it. The Create Unit- Effect has a field called Effect - Spawn. This effect is executed on the new created unit when it spawns.
I used an effect called Create Unit Set. It contains the MercAirDrop effect from the campaign (which causes the banshee to drop from space like the mercenary banshees in the campaign) and the IssueTurnOrder Effect, which causes the banshees to turn to the target point.
Then I added an expire effect to the final behavior of the MercAirDrop (called MercAirDropC), which issues an order in the direction the banshee is looking (thats why I turn the banshee in the correct direction first), using a persistent effect with an offset.
From the napalm article:
Wow, so basically 1 bomb has to incinerate the whole map xD
I wasn't referring to anything, but anyway, thanks :D figured it myself, forgot about the sentry's hallucination apply effect. Anyway, thanks :D
@Kueken531: Go
You remainded me that offsets are relative to facing. I may be able to improve my carpet bombing.
Oh, wow, was playing around with some fire for the napalm, and fire really seems to cause performance drops. 1 single fire object at a scale of 5 made my fps drop to 40.
I wanted it to look something like that, but at 18 fps, it will be hardly useable for a spell :(
Just a slight question about challenge 4, would Halo ODST style count? They basically replaced paratroopers since they're being launched from space.
There are already drop-pods in the game...so I imagine not.
Well, it fits the requirements, I guess... and its not that this is a competition or something ;) Just create, what comes to your mind. The whole point is to work with data and maybe learn something in the process or provide ideas to other people. Its not to show off awesome editor skills or something.
@Kueken531: Go
Kueken hit the nail on the head. If a system of papartroopers means that you learn how the drop pods woek etc and you learn something from the data editor in creating that ability then great!
If you can think of another way to recreate a similar looking ability. Then even better!
Hi guys. I tried designing an Air Strike ability like Kueken's, but I think I bit off more than I can chew. If someone could walk me through the process, I'd be mighty grateful. Here's a description of my ability:
My Air Strike ability's similar to Kueken's. When the player clicks on the ability, a AOE (area of efffect) cursor effect will show up. After the player clicks which area he wants the ability to damage, 3 Dusk Wings descend towards the planet, at a point slightly in front of the the target area. The Dusk Wings are "standing" close together in an upside down "V" formation. All 3 Dusk Wings are facing in the direction of [line from hero to target]. When the Dusk Wings finish their descent, they hover for 0.5 seconds, and then commence dropping missiles that strike almost every part of the terrain in the AOE. The bombardment lasts about 3 seconds. All enemies in the AOE are equally damaged by the ability. When the Dusk Wings are finished with their bombardment, they ascend straight upwards.
Can anyone help me?
Quote from nevjmac:
Challenge 4
Paratroopers - I am interested in seeing how people come up with an idea to finish this one. Basically a ground int calls in for reinforcements and a air unit will fly over and drop units off, these units should fall to the ground slowly as to not cause damage to themselves.
----
Very basic paratroop style ones, took about 30 mins after work to do this. (Still learning my way around) Don't have access to fraps atm so if anyone else wants to put up a video of this probably bad example go ahead :P
1 unit (unmovable) summons in 2 maruaders that simulate parachuting
I havent disabled movement while height is lowered but that would be easy enough to do as well.
@Marikh7: Go
Some more information would be nice, for example what you got so far and what exactly you are struggling with. Did you add me in MSN yet? I tried to add you, but cannot see you yet.
@fosere: Go
Your Marauders start on the floor and then jump in the air to start gliding to the floor again :D. Maybe hiding the actor for a split-second would be nice.
Quote from Kueken531:
@fosere: Go
Your Marauders start on the floor and then jump in the air to start gliding to the floor again :D. Maybe hiding the actor for a split-second would be nice.
----
Yeah I noticed that on a run after I posted it, was a quick job I done after getting home, wanted to try and do something at least for this weeks one since I missed out on week 1 & 2. Been tied up with my map trying to work out bugs and other bits with the data editor so thought this might be a good way to have a break from that try something else . Still learning my way around the data editor, as most people are, so I'll have a look at fixing the problems with the one I posted later, just managed to work out requirements (only thing I haven't searched for a tutorial for besides removing) and am implementing these in my map atm.
Thought I'd post the one as is in-case anyone else hadn't thought of doing it that way (or similar) and wanted to improve on it.
Hey guys, some great works so far keep it up =D.
i am also trying to learn some of these techniques and currently have been working on a strike similar to Kueken's. I have it working as far as launching missiles and dealing damage but for some odd reason, my missiles are not hitting the ground, rather they hit at the same height as the caster. I have gone through Kueken's works and tried lowering the host impact and what not but it still hits the air.
I had the same problem, I created an Actor Site Operation for this. You will notice for many of my impact effect actors, that they use the host site operation Air Strike - Lower by 6 (maybe the ID is still LowerBy3.75, I changed the height in the development process)
Challenge 1: Napalm Drop
I used a huge chunk of my previous air strike. I wanted to utilize some other models at first, for example there is a napalm bomb model, but it looks ugly and has very strange animations, so i just used the same models again and added some fire ;)
I wanted to make it burn foliage as well, but could not get it to work, so it just burns trees for now.
Note that I had to lower my shader settings, on high shaders the fps dropped massively. The video is recorded with medium shaders, which causes no problems at all.
yeah i noticed that and tried to put those that offset into the target impact locations, and well the explosions were at the correct level but the missiles would be in the air. Which personally i thought was a little bit strange =P
what i have so far is attached, my only focus this far is trying to get the unit to launch missiles at the target offsets, not so much making it look like an airstrike.
Don't you hate it when just post a question then immediately after you realize what was wrong...... turns out i missed the point site ops -_- quite irritating.. lol thanks anywaysss =D
@Kueken531: Go
Freakin awsome!
Challenge 2:
Call for Air Support.
A ground unit calls a nearby air unit for support. The air unit will follow it from now on and attack nearby enemies.
I wanted to use the carrier hangar ability first, but I wanted to be able to call already existing flyers. I did not get this to work with the hangar ability, so I used some kind of workaround.
@Kueken531: Go
I scrapped what I had earlier. I thought it would be easier to start from the beginning. Basically, I had the ability linked to a Create Dusk Wings effect (Effect Type: Create Persistent). Create Dusk Wings was linked to Create DW 1, Create DW 2 and Create DW 3. These effects were of the type Create Unit. When I cast the ability, there was a 3 second delay and then a Dusk Wing (mercenary banshee) just suddenly appeared at the target. There was no "descend" animation and only 1 Dusk Wing appeared.
I'd like for 3 Dusk Wings to descend using the "orbital descend" animation. Also I'd like for them to be in an upside down "V" formation, with all facing the same direction (away from the casting unit and directly towards the target). Also, I'd like for the lead Dusk Wing to be positioned in front of the target, not right on top of it. Then the bombardment would commence.
I'll add you again on Windows Live Messenger.