This will probably be the hardest spell I have ever created, so all creative solutions on how to solve this complex problem are welcome :)
The Queen has an ability called "Infect creep." It can target a creep tumor on the ground. When she does, the targeted creep tumor makes all creep around it become dangerous... It becomes "infected creep", which deals damage to all enemy units on it..
On top of this, I need to indicate that the creep is dangerous... When the spell is casted on a creep tumor, it must change the color/skin of the creep around it, so the enemy player can see that this is dangerous creep.. The creep will only last ca 60 seconds, and then it is reverted to its orginial creep again...
Making the spell itself will I probably be able to figure out. The real complex deal is this:
What is the most effective and best looking way to make the creep change into a new kind of creep? (It must look good and "realistic")
(The effect chain of replacing a model with a new one must work flawless and this is so hard to get to work)
Notice: The area of creep that is normally spawned by a creep tumor is the aura that will now be converted into infected creep, when a creep tumor is targeted by "Infect creep."
@Kabelkorven: Go I remember reading somewhere Blizzard was going to add some new creep features for HoTS, but as far as I know you can't edit creep right now. So you may want to go with an area visual effect for now.
@Kabelkorven: Go I remember reading somewhere Blizzard was going to add some new creep features for HoTS, but as far as I know you can't edit creep right now. So you may want to go with an area visual effect for now.
Thats what I am suspecting too : /
But I can´t find any model that cover such a large area.. and having lots of small models being spawned will be laggy.. Is there no way to overcome this?
Althought there is a model for creep.. "creep cloud", but it doesn´t work when I try to modify it.
Add a "Set tint color event" in the creep actor? Which makes the creep get a new color? Althought it most look smoothly.. Cant be that it goes from grey to green in the blink of an eye as soon as the spell is cast..
If the players can´t see that the creep is infected, the whole point of the spell is lost :(
I guess you can change the creep model or differ its tint colour maybe, but the hard part is to only change the creep in the area surrounding the creep tumor where its cast on (if i understood your idea correctly).
Because i think if you can change creep model/texture/tint with actor messages or something else, it will change the whole creep on the map, not only in the radius of your tumor.
@Kabelkorven: Go There are some effect models that might look good, remember you can just re-scale them to the size you need. Hmmm the creep actor, never worked with it. Try it first then and see what happens. Tint events can be controlled to fade in slowly, so you can make it look better than simply switching from gray to green in no time.
I'm not exactly sure why you want dangerous creep, but here is an option since I'm guessing editing the creep will go less than well. Find some kind of model with an eruption type animation, such as a fire or geyser, or maybe even a vespene geyser with its height changed. Using that and a behavior from your cast infected tumor or whatever, have that every second call a set (or set of sets) that creates many create persistents around the said tumor. Have your model connect to those persistents. The persistents will do a search to cause your dangerous creep damage. Make sure the persistent lasts about 0.9 - 1.1 seconds so the model plays well, and just have the behavior do that for its duration of 60 seconds.
It isn't exactly red pulsating evil creep, but some erupting creep dangerousness might work just as well. That is the best solution I can think of, oh and just have the tumor apply a tint/clear tint based on the behavior being there or not.
I'm not exactly sure why you want dangerous creep, but here is an option since I'm guessing editing the creep will go less than well. Find some kind of model with an eruption type animation, such as a fire or geyser, or maybe even a vespene geyser with its height changed. Using that and a behavior from your cast infected tumor or whatever, have that every second call a set (or set of sets) that creates many create persistents around the said tumor. Have your model connect to those persistents. The persistents will do a search to cause your dangerous creep damage. Make sure the persistent lasts about 0.9 - 1.1 seconds so the model plays well, and just have the behavior do that for its duration of 60 seconds.
It isn't exactly red pulsating evil creep, but some erupting creep dangerousness might work just as well. That is the best solution I can think of, oh and just have the tumor apply a tint/clear tint based on the behavior being there or not.
If I make a seperate creep model, and a seperate "spawn creep" ability (like the one the Creep tumor has) that spawns creep rapidly fast, would it be possible to make the new creep model be in a different color? If so, would it also be possible that the new creep covers an area over the old creep?
Step by step:
You have a normal creep tumor with creep around it.
You cast Infect creep on the tumor.
The tumor is transformed into an "infected tumor."
The infected tumor has a "creep spread" ability, like the normal tumor has, except this one spreads the creep really fast.
The creep spawned by the infected tumor is a seperate creep model with a new color that covers the old creep...
When the infected tumor dies, both the old and new creep are removed.
If the infected tumor lasts only 60 seconds and then is reverted back into a normal creep tumor, the new red creep disappers fast. Why the normal old creep underneath is still left
Would this work? O_o
Ps. The spell itself plays an important role in my map, since the Queen will be able to turn the ground dangerous... the other players must see that the creep is clearly more dangerous and thus run away from it... Doesn´t matter if the creep gets red, green, or something other that indicates it.. smoke coming out the ground.. or something
If I make a seperate creep model, and a seperate "spawn creep" ability (like the one the Creep tumor has) that spawns creep rapidly fast, would it be possible to make the new creep model be in a different color? If so, would it also be possible that the new creep covers an area over the old creep?
Step by step:
You have a creep tumor with creep around it. You cast Infect creep on the tumor. The tumor is transformed into an "infected tumor." The infected tumor has a "creep spread" ability, like the normal tumor has, except this one spreads the creep really fast. The creep spawned by the infected tumor is a seperate creep model with a new color that covers the old creep... When the infected tumor dies, both the old and new creep are removed. If the infected tumor lasts only 60 seconds and then is reverted back into a normal creep tumor, the new red creep disappers fast.
Would this work? O_o
There are no "separate creep" models. There is either creep or no creep. You can change the textures and color if you wish, but you can't have different kinds of creep on the map, because the creep itself is not a model, it is a hardcoded value that is either on the ground or it is not. Changing the texture on the fly while in the map should may be possible through triggers, but it would change the appearance of all the creep on the map.
edit:
As for the idea, I think I'd take the same approach as DeadZergling for the visuals, seems solid.
I'm not exactly sure why you want dangerous creep, but here is an option since I'm guessing editing the creep will go less than well. Find some kind of model with an eruption type animation, such as a fire or geyser, or maybe even a vespene geyser with its height changed. Using that and a behavior from your cast infected tumor or whatever, have that every second call a set (or set of sets) that creates many create persistents around the said tumor. Have your model connect to those persistents. The persistents will do a search to cause your dangerous creep damage. Make sure the persistent lasts about 0.9 - 1.1 seconds so the model plays well, and just have the behavior do that for its duration of 60 seconds.
It isn't exactly red pulsating evil creep, but some erupting creep dangerousness might work just as well. That is the best solution I can think of, oh and just have the tumor apply a tint/clear tint based on the behavior being there or not.
Won´t this cause extreme lag? Sice there are lots of sets of sets which creates lots of small models on the ground?
Not necessarily, there are ways to reduce the lag if you find it to be a problem. Like you could only have the model show up every other create persistent, or you could only have it outline the dangerous creep area.
I have another thought though, be a little trickier but be less lag overall and look cooler. Why not have it slowly do circles (to the outer reach) of eruptions, and as the eruption happens, have a model show up like a spike/zerg growth poking out of the ground that kills itself after 55-60 seconds. Just instead of having the behavior continuously use the same create persistents, have it use a special effect at the start to fire off the zerg creep/spikes of doom. Then after that continuously do a set w/ many create persistents or if you can, use just 1 create persistent and one large search area if that can cover the typical creep area of a tumor.
The only drawback of doing it this way is you'll need to have an extra event on your spike/growth actors to self kill if the tumor is killed AND has the behavior.
Not necessarily, there are ways to reduce the lag if you find it to be a problem. Like you could only have the model show up every other create persistent, or you could only have it outline the dangerous creep area.
I have another thought though, be a little trickier but be less lag overall and look cooler. Why not have it slowly do circles (to the outer reach) of eruptions, and as the eruption happens, have a model show up like a spike/zerg growth poking out of the ground that kills itself after 55-60 seconds. Just instead of having the behavior continuously use the same create persistents, have it use a special effect at the start to fire off the zerg creep/spikes of doom. Then after that continuously do a set w/ many create persistents or if you can, use just 1 create persistent and one large search area if that can cover the typical creep area of a tumor.
The only drawback of doing it this way is you'll need to have an extra event on your spike/growth actors to self kill if the tumor is killed AND has the behavior.
That sounds like a very good idea but also very hard to make so it looks good :(
I imagine that the most simpe thing would be to attach two models to the same actor. (The actor for the infected creep tumor)
First we have the infected creep tumor itself, which I found a model of. If a model like ToxicCreep could also be attached to the model, and have the size equal to the area it effects, then lots of work is saved.
The problem is that ToxicCreep is so ugly that I die when I see it.. Any ways to pimp it? or suggestions on other models? I imagine that models can be reshaped to look a lot different than it´s original size/form/color..
Just one flat large model that consists of small clouds or something that can cover an area... ToxicCreep could be perfect but I cry blood when I see it.. look at it in the editor, in the model section.. but I warn you
Be really careful with super size models, I have found those to cause a LOT of lag. In fact, so much so that in some fire type abilities I gave one of my RPG characters, instead of a few larger size fire models, I found several small unaltered fire models to perform far better. The framerate is fairly low in my city area due to some supersized buildings, but it is just a freaking city, no fighting done is done there, so it isn't too important to me.
That greatly depends on the approach, I would probably start with just 1 circle until you are happy with that, then expand it 2 circles, etc.
Besides, I thought this was supposed to be the most advanced spell ever?
It is. Its so advanced that it gives me the creeps :(
Oh the editor is so cruel.. I am trying to building the stuff now but nothing works as intended or looks as imagined T_T
I just want the poor old Queen to target a creep tumor. That creep tumor becomes infected (new model) and spawns a large visual area that is dangerous to the enemy.. I´m not asking much out of life, no amounts of unlimited treasures, no eternal happines, no peace and love.. I just want my spells to work, is that such a greedy demand?
DeasZergling is correct. There's no way to do what you want, but you can fake it by adding random eruption effects and such. You can also add a splat actor (an actor that sticks to the ground, painting it like a decal) that might add to the effect. For example, the AOE cursor for placing a creep tumor is a splat actor. You could make that show up around the infected tumor.
The creep cloud actor is just a weather effect, not actually part of creep.
The creep texture is a terrain texture so although you can alter it under the Terrain Texture Sets data type, it is universal. Effect wise you want to either do a model swap for your creep tumour for different visuals (devourer tissue anyone) when the behaviour is applied/removed but in the end you just want it to have a buff that does a periodic Search Area effect that does damage to valid targets/applies a negative life regen buff. Use a Splat actor that you have retextured via texture select by ID and adjust the HDR/colour with set tint colour. I recommend acid death 2. Just have this hosted as an attachment to your tumour created/destroyed by the behaviour.
You could basically make some adjustments to the irradiate ability (campaign). That's what I would do.
Nice idea, but its the visual thing that is the villain in the drama. Lots of suggestions has been made (thanks all!) but to get it to work and look good is painful. If you have an even simpler solution to it, please share it aswell :)
This will probably be the hardest spell I have ever created, so all creative solutions on how to solve this complex problem are welcome :)
The Queen has an ability called "Infect creep." It can target a creep tumor on the ground. When she does, the targeted creep tumor makes all creep around it become dangerous... It becomes "infected creep", which deals damage to all enemy units on it..
On top of this, I need to indicate that the creep is dangerous... When the spell is casted on a creep tumor, it must change the color/skin of the creep around it, so the enemy player can see that this is dangerous creep.. The creep will only last ca 60 seconds, and then it is reverted to its orginial creep again...
Making the spell itself will I probably be able to figure out. The real complex deal is this:
What is the most effective and best looking way to make the creep change into a new kind of creep? (It must look good and "realistic")
(The effect chain of replacing a model with a new one must work flawless and this is so hard to get to work)
Notice: The area of creep that is normally spawned by a creep tumor is the aura that will now be converted into infected creep, when a creep tumor is targeted by "Infect creep."
@Kabelkorven: Go I remember reading somewhere Blizzard was going to add some new creep features for HoTS, but as far as I know you can't edit creep right now. So you may want to go with an area visual effect for now.
Thats what I am suspecting too : /
But I can´t find any model that cover such a large area.. and having lots of small models being spawned will be laggy.. Is there no way to overcome this?
Althought there is a model for creep.. "creep cloud", but it doesn´t work when I try to modify it.
Add a "Set tint color event" in the creep actor? Which makes the creep get a new color? Althought it most look smoothly.. Cant be that it goes from grey to green in the blink of an eye as soon as the spell is cast..
If the players can´t see that the creep is infected, the whole point of the spell is lost :(
I guess you can change the creep model or differ its tint colour maybe, but the hard part is to only change the creep in the area surrounding the creep tumor where its cast on (if i understood your idea correctly).
Because i think if you can change creep model/texture/tint with actor messages or something else, it will change the whole creep on the map, not only in the radius of your tumor.
@Kabelkorven: Go There are some effect models that might look good, remember you can just re-scale them to the size you need. Hmmm the creep actor, never worked with it. Try it first then and see what happens. Tint events can be controlled to fade in slowly, so you can make it look better than simply switching from gray to green in no time.
@Cryfor: Go
I'm not exactly sure why you want dangerous creep, but here is an option since I'm guessing editing the creep will go less than well. Find some kind of model with an eruption type animation, such as a fire or geyser, or maybe even a vespene geyser with its height changed. Using that and a behavior from your cast infected tumor or whatever, have that every second call a set (or set of sets) that creates many create persistents around the said tumor. Have your model connect to those persistents. The persistents will do a search to cause your dangerous creep damage. Make sure the persistent lasts about 0.9 - 1.1 seconds so the model plays well, and just have the behavior do that for its duration of 60 seconds.
It isn't exactly red pulsating evil creep, but some erupting creep dangerousness might work just as well. That is the best solution I can think of, oh and just have the tumor apply a tint/clear tint based on the behavior being there or not.
@Kabelkorven: Go
I'm not exactly sure why you want dangerous creep, but here is an option since I'm guessing editing the creep will go less than well. Find some kind of model with an eruption type animation, such as a fire or geyser, or maybe even a vespene geyser with its height changed. Using that and a behavior from your cast infected tumor or whatever, have that every second call a set (or set of sets) that creates many create persistents around the said tumor. Have your model connect to those persistents. The persistents will do a search to cause your dangerous creep damage. Make sure the persistent lasts about 0.9 - 1.1 seconds so the model plays well, and just have the behavior do that for its duration of 60 seconds.
It isn't exactly red pulsating evil creep, but some erupting creep dangerousness might work just as well. That is the best solution I can think of, oh and just have the tumor apply a tint/clear tint based on the behavior being there or not.
If I make a seperate creep model, and a seperate "spawn creep" ability (like the one the Creep tumor has) that spawns creep rapidly fast, would it be possible to make the new creep model be in a different color? If so, would it also be possible that the new creep covers an area over the old creep?
Step by step:
You have a normal creep tumor with creep around it.
You cast Infect creep on the tumor.
The tumor is transformed into an "infected tumor."
The infected tumor has a "creep spread" ability, like the normal tumor has, except this one spreads the creep really fast.
The creep spawned by the infected tumor is a seperate creep model with a new color that covers the old creep...
When the infected tumor dies, both the old and new creep are removed.
If the infected tumor lasts only 60 seconds and then is reverted back into a normal creep tumor, the new red creep disappers fast. Why the normal old creep underneath is still left
Would this work? O_o
Ps. The spell itself plays an important role in my map, since the Queen will be able to turn the ground dangerous... the other players must see that the creep is clearly more dangerous and thus run away from it... Doesn´t matter if the creep gets red, green, or something other that indicates it.. smoke coming out the ground.. or something
There are no "separate creep" models. There is either creep or no creep. You can change the textures and color if you wish, but you can't have different kinds of creep on the map, because the creep itself is not a model, it is a hardcoded value that is either on the ground or it is not. Changing the texture on the fly while in the map should may be possible through triggers, but it would change the appearance of all the creep on the map.
edit:
As for the idea, I think I'd take the same approach as DeadZergling for the visuals, seems solid.
Won´t this cause extreme lag? Sice there are lots of sets of sets which creates lots of small models on the ground?
@Kabelkorven: Go
Not necessarily, there are ways to reduce the lag if you find it to be a problem. Like you could only have the model show up every other create persistent, or you could only have it outline the dangerous creep area.
I have another thought though, be a little trickier but be less lag overall and look cooler. Why not have it slowly do circles (to the outer reach) of eruptions, and as the eruption happens, have a model show up like a spike/zerg growth poking out of the ground that kills itself after 55-60 seconds. Just instead of having the behavior continuously use the same create persistents, have it use a special effect at the start to fire off the zerg creep/spikes of doom. Then after that continuously do a set w/ many create persistents or if you can, use just 1 create persistent and one large search area if that can cover the typical creep area of a tumor.
The only drawback of doing it this way is you'll need to have an extra event on your spike/growth actors to self kill if the tumor is killed AND has the behavior.
That sounds like a very good idea but also very hard to make so it looks good :(
I imagine that the most simpe thing would be to attach two models to the same actor. (The actor for the infected creep tumor)
First we have the infected creep tumor itself, which I found a model of. If a model like ToxicCreep could also be attached to the model, and have the size equal to the area it effects, then lots of work is saved.
The problem is that ToxicCreep is so ugly that I die when I see it.. Any ways to pimp it? or suggestions on other models? I imagine that models can be reshaped to look a lot different than it´s original size/form/color..
Just one flat large model that consists of small clouds or something that can cover an area... ToxicCreep could be perfect but I cry blood when I see it.. look at it in the editor, in the model section.. but I warn you
@Kabelkorven: Go
That greatly depends on the approach, I would probably start with just 1 circle until you are happy with that, then expand it 2 circles, etc.
Besides, I thought this was supposed to be the most advanced spell ever?
@Kabelkorven: Go
Be really careful with super size models, I have found those to cause a LOT of lag. In fact, so much so that in some fire type abilities I gave one of my RPG characters, instead of a few larger size fire models, I found several small unaltered fire models to perform far better. The framerate is fairly low in my city area due to some supersized buildings, but it is just a freaking city, no fighting done is done there, so it isn't too important to me.
It is. Its so advanced that it gives me the creeps :(
Oh the editor is so cruel.. I am trying to building the stuff now but nothing works as intended or looks as imagined T_T
I just want the poor old Queen to target a creep tumor. That creep tumor becomes infected (new model) and spawns a large visual area that is dangerous to the enemy.. I´m not asking much out of life, no amounts of unlimited treasures, no eternal happines, no peace and love.. I just want my spells to work, is that such a greedy demand?
DeasZergling is correct. There's no way to do what you want, but you can fake it by adding random eruption effects and such. You can also add a splat actor (an actor that sticks to the ground, painting it like a decal) that might add to the effect. For example, the AOE cursor for placing a creep tumor is a splat actor. You could make that show up around the infected tumor.
The creep cloud actor is just a weather effect, not actually part of creep.
The creep texture is a terrain texture so although you can alter it under the Terrain Texture Sets data type, it is universal. Effect wise you want to either do a model swap for your creep tumour for different visuals (devourer tissue anyone) when the behaviour is applied/removed but in the end you just want it to have a buff that does a periodic Search Area effect that does damage to valid targets/applies a negative life regen buff. Use a Splat actor that you have retextured via texture select by ID and adjust the HDR/colour with set tint colour. I recommend acid death 2. Just have this hosted as an attachment to your tumour created/destroyed by the behaviour.
Quite a simple ability really.
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
You could basically make some adjustments to the irradiate ability (campaign). That's what I would do.
Nice idea, but its the visual thing that is the villain in the drama. Lots of suggestions has been made (thanks all!) but to get it to work and look good is painful. If you have an even simpler solution to it, please share it aswell :)
Check the demo I uploaded in the last post.
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