Lets work backwards here. The splash damage is determined by the Damage type effect like the siege tank siege in mode weapon. Alternatives are to have a Search Area effect that either applies Damage effects or applies a Buff behaviour which can add negative life regen or use a periodic Damage effect eg. psi storm. These Damage effects will be applied by Launch Missile effects.
The Launch Missile effect has some complex features. If there is not ammo unit from the Units data type, it sacrifices the caster as the ammo unit eg. broodlord escorts. Secondly the Mover can either be on the ammo unit or on the effect but not both (cuses conflicts). The Mover from the data type of the same name determines how the missile moves/is launched. For your purpose I would recommend the Leviathan's aa attack missile mover.
You can get the missiles to impact in a semi random pattern using a Create Persistent effect where you use the Random Offset flag and create up to 32 random offsets in a circular pattern. For increased randomness and coverage, you need up to three layers of set/create persistent effects with the Random Effect flag enabled. This depends on the area you want to cover and how many units will be casting it at any one instance.
Now for the Actors, this is all the visuals. I presume your unit already has a Unit type actor. You need a Missile actor which is used by the ammo unit of the Launch Missile effect and is refered to by the Action actor. You need a Action actor to determine which attachment point or Site actor the missiles are fired from and impact on. You also probably want a Model type actor to act as a impact effect eg. siege mode siege tank weapon.
For the multicoloured missiles there are two possibilities, either the rainbow archon approach or a simple semirandom tint. The first method uses a series of looping timers but starts with a use of the PassChance term to start with a random timer. The second method lacks timers and just chooses a single tint. Note with the PassChance term there is a bug that makes it not work if all the chances are totally equal but it works if they are different by 0.0001%.
Note the structure of your Missile actor events should include a timer loop which will be explained in detail in the edit.
Edit:
Timer Expired
Timer Name {Timer 7}
Timer Set x {Timer 1}
Timer Expired
Timer Name {Timer 1}
Timer Set x {Timer 2}
Timer Expired
Timer Name {Timer 2}
Timer Set x {Timer 3}
Timer Expired
Timer Name {Timer 3}
Timer Set x {Timer 4}
Timer Expired
Timer Name {Timer 4}
Timer Set x {Timer 5}
Timer Expired
Timer Name {Timer 5}
Timer Set x {Timer 6}
Timer Expired
Timer Name {Timer 6}
Timer Set x {Timer 7}
This creates a loop of timers where x is the amount of time you want before the colour changes. The next series of events uses this to time the colour.
Timer Expired
Timer Name {Timer 1}
Set Tint Color 255,0,0 y
Timer Expired
Timer Name {Timer 2}
Set Tint Color 255,128,0 y
Timer Expired
Timer Name {Timer 3}
Set Tint Color 255,255,0 y
Timer Expired
Timer Name {Timer 4}
Set Tint Color 0,255,0 y
Timer Expired
Timer Name {Timer 5}
Set Tint Color 0,0,255 y
Timer Expired
Timer Name {Timer 6}
Set Tint Color 128,0,128 y
Timer Expired
Timer Name {Timer 7}
Set Tint Color 255,0,128 y
Where y is the time period you want to change the colour over (recommend 0.5-15 secs). Finally you need the initiating events
Thank you very much, this clears up a lot of things, but I do have one concern.
Leviathan aa (Assuming aa is anti-air) mover is cast on the same level as the unit. In this case, my unit is an air unit, but this spell is for attacking ground.
Is there a way to keep the random pattern, and hit the ground? Or will I have to use something like the hyperion3 missile mover?
EDIT: To clear something up, I mean for the missiles to hit the ground, I already know how to make them affect ground units, but the missile mover fires straight ahead.
All the mover determines is how the missile launches, moves from the launcher, moves to the caster and impacts at the caster. What can and cannot be hit is the job of the Filter fields of weapons, validators and effects.
Sure you are using the right mover Driver?
I advise looking at the blizzard guide to movers if this is your issue.
Rollback Post to RevisionRollBack
Contribute to the wiki (Wiki button at top of page) Considered easy altering of the unit textures?
Alright, so I am completely new to the data editor. I understand tints and creating spells, but I don't know how to do this.
I want to create a spell that fires a barrage of twelve missiles, all different colors, and does area of effect damage. How do I do this?
Lets work backwards here. The splash damage is determined by the Damage type effect like the siege tank siege in mode weapon. Alternatives are to have a Search Area effect that either applies Damage effects or applies a Buff behaviour which can add negative life regen or use a periodic Damage effect eg. psi storm. These Damage effects will be applied by Launch Missile effects.
The Launch Missile effect has some complex features. If there is not ammo unit from the Units data type, it sacrifices the caster as the ammo unit eg. broodlord escorts. Secondly the Mover can either be on the ammo unit or on the effect but not both (cuses conflicts). The Mover from the data type of the same name determines how the missile moves/is launched. For your purpose I would recommend the Leviathan's aa attack missile mover.
You can get the missiles to impact in a semi random pattern using a Create Persistent effect where you use the Random Offset flag and create up to 32 random offsets in a circular pattern. For increased randomness and coverage, you need up to three layers of set/create persistent effects with the Random Effect flag enabled. This depends on the area you want to cover and how many units will be casting it at any one instance.
Now for the Actors, this is all the visuals. I presume your unit already has a Unit type actor. You need a Missile actor which is used by the ammo unit of the Launch Missile effect and is refered to by the Action actor. You need a Action actor to determine which attachment point or Site actor the missiles are fired from and impact on. You also probably want a Model type actor to act as a impact effect eg. siege mode siege tank weapon.
For the multicoloured missiles there are two possibilities, either the rainbow archon approach or a simple semirandom tint. The first method uses a series of looping timers but starts with a use of the PassChance term to start with a random timer. The second method lacks timers and just chooses a single tint. Note with the PassChance term there is a bug that makes it not work if all the chances are totally equal but it works if they are different by 0.0001%.
Note the structure of your Missile actor events should include a timer loop which will be explained in detail in the edit.
Edit:
Timer Expired
Timer Expired
Timer Expired
Timer Expired
Timer Expired
Timer Expired
Timer Expired
This creates a loop of timers where x is the amount of time you want before the colour changes. The next series of events uses this to time the colour.
Timer Expired
Timer Expired
Timer Expired
Timer Expired
Timer Expired
Timer Expired
Timer Expired
Where y is the time period you want to change the colour over (recommend 0.5-15 secs). Finally you need the initiating events
Actor Creation
Actor Creation
Actor Creation
Actor Creation
Actor Creation
Actor Creation
Actor Creation
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
Thank you very much, this clears up a lot of things, but I do have one concern.
Leviathan aa (Assuming aa is anti-air) mover is cast on the same level as the unit. In this case, my unit is an air unit, but this spell is for attacking ground. Is there a way to keep the random pattern, and hit the ground? Or will I have to use something like the hyperion3 missile mover?
EDIT: To clear something up, I mean for the missiles to hit the ground, I already know how to make them affect ground units, but the missile mover fires straight ahead.
i'm pretty sure there's a mover setting for landing on the target
All the mover determines is how the missile launches, moves from the launcher, moves to the caster and impacts at the caster. What can and cannot be hit is the job of the Filter fields of weapons, validators and effects.
Sure you are using the right mover Driver?
I advise looking at the blizzard guide to movers if this is your issue.
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