Not quite as many wow spells recreated as I thought there would be.
Weekly Data Exercise #13
This week we are going to be working with forces. Forces can be used with many things. In game there is the force field, which the sentries use to block off ramps and such but also use to split armies in half bringing some units closer whilst pushing the rest away. The vortex, which sucks nearby units into it.
I'm not going to post any ideas up yet, have a think for something out of the ordinary, or show us something you have all ready created
hmm do you think anyones made a full recreation of the meat hook for pudge cos i've been attempting it and i know it uses force. but whilst doing it i keep thinking that some of the stuff of it seems like it was made in triggers or something else.
What do you think about it needs triggers? As far as I can tell my recent video in WDE 12 was basically meat hook, with the addition of pushing the enemy away after it got pulled in. Or is there something to meat hook other than just the pulling? I can tell you that what I did was 100% data.
However, I can see how you might need triggers if you wanted to be able to pull targets up cliffs. You could do this 100% in data, but AFAIK you need to use morph abilities to change the mover of the the target, and unless you want the target to be invincible while pulled or every unit has the exact same stats, you need a unique morph for every possible target... which is where triggers come in. This is what I'm aiming to do with electro-grapple, so I'm hoping that there's a way to make a single morph ability more dynamic with triggers or some other workaround.
hmm well i was thinking there are 2 versions of the meat hook, there is pudge wars where you can move with after casting and dota where you can't move.
but i was thinking about the pudge wars one. atm i can get it to return but the return path seems to be more direct and has less of the curve that you can get in pudge wars. so i was thinkin there would be a bit of math behind it to give it a gradual curve but thats just for looks doesnt really matter much but ye it can be done all by data editor.
after i do it i might try to think of another application of force
Hmm. I'm a little lost.... I ended up canning my original idea because I thought it was TOO simple. I got a good idea for a spell, enhanced by a spell kinda thing, using Force Effect obviously. Anyways, I'm nearly complete on my first part of my spell but I need the unit being pushed to "impact" and take damage if there's a wall(Cliff UP) in the way...
I don't exactly understand how the validator should be setup...
The validator is placed in the Search Effect.
I tried using 2 default validators...CliffLevelGreater and Cliff Level GE1... for the first validator, nothing happens when the unit gets near a wall. For the second validator Cliff Level GE1, the unit dies instantly(for testing purposes the damage is set to kill) the minute it is affected by the Buff that controls it all.
I tried duplicating Cliff Level GE1 and tried changing Target - Location + and Target - Other Location + and a bunch of other things... nothing seems to work.... anyone with any ideas?
If I can just get this working properly, I should have the second part completed in no time.
make sure that your searches include missiles, most aren't set up like that by default. I believe it should be possible but wonder how the missiles would look if being affected by force.
@D1000: Go
make sure that your searches include missiles, most aren't set up like that by default. I believe it should be possible but wonder how the missiles would look if being affected by force.
I tested it already by applying other things to the missiles (slower time-scale for example), it seems that "apply force" just does not affect them. (I also looked it up on sc2mapster and found others writing about this problem as well)
Well, Yesterday and the day before, I made a recreation of the mother ship black hole and a wormhole effect, Which both use force effects.
Now that I see the idea of this exercise, I am going to attempt to create the knockback shield which was based off of a spell in a warcraft book, (war of the ancients) Which caused the enemies who touched it to be knocked back as though from a catapult.
Note that the wormhole does not quite work correctly if it is unable to push units out of it's AOE (near map edges or walls for ground units) or near another wormhole (endless loop)
Heres my first entry: Warp Grapple, which I also gave a preview of in WDE #12. New and improved video featuring both lasso mode and grapple mode. For some reason fraps didn't properly record the sound...
I may make something else as well, depending on how busy I am.
Wouldn't it be better to compare the cliff level of a point in front of the target (with a create persistent using its periodic offset), since the cliff level at the unit will still be the same?
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Weekly Data Exercise
Not quite as many wow spells recreated as I thought there would be.
Weekly Data Exercise #13
This week we are going to be working with forces. Forces can be used with many things. In game there is the force field, which the sentries use to block off ramps and such but also use to split armies in half bringing some units closer whilst pushing the rest away. The vortex, which sucks nearby units into it.
I'm not going to post any ideas up yet, have a think for something out of the ordinary, or show us something you have all ready created
for those having difficulties Proziacmuze's force tutorial may be a place to get you started
Have an Idea for the WDE, post it here!
Why not post your results as an asset for others to use!
@nevjmac: Go
Started, hope to be done tonight =D
yes i hope to have some fun with this
lol i think the death grip person from WDE12 wins already :P
@zeropoints: Go
there is no winning... just learning :P
hmm do you think anyones made a full recreation of the meat hook for pudge cos i've been attempting it and i know it uses force. but whilst doing it i keep thinking that some of the stuff of it seems like it was made in triggers or something else.
@zeropoints: Go
What do you think about it needs triggers? As far as I can tell my recent video in WDE 12 was basically meat hook, with the addition of pushing the enemy away after it got pulled in. Or is there something to meat hook other than just the pulling? I can tell you that what I did was 100% data.
However, I can see how you might need triggers if you wanted to be able to pull targets up cliffs. You could do this 100% in data, but AFAIK you need to use morph abilities to change the mover of the the target, and unless you want the target to be invincible while pulled or every unit has the exact same stats, you need a unique morph for every possible target... which is where triggers come in. This is what I'm aiming to do with electro-grapple, so I'm hoping that there's a way to make a single morph ability more dynamic with triggers or some other workaround.
hmm well i was thinking there are 2 versions of the meat hook, there is pudge wars where you can move with after casting and dota where you can't move.
but i was thinking about the pudge wars one. atm i can get it to return but the return path seems to be more direct and has less of the curve that you can get in pudge wars. so i was thinkin there would be a bit of math behind it to give it a gradual curve but thats just for looks doesnt really matter much but ye it can be done all by data editor.
after i do it i might try to think of another application of force
Hmm. I'm a little lost.... I ended up canning my original idea because I thought it was TOO simple. I got a good idea for a spell, enhanced by a spell kinda thing, using Force Effect obviously. Anyways, I'm nearly complete on my first part of my spell but I need the unit being pushed to "impact" and take damage if there's a wall(Cliff UP) in the way...
I don't exactly understand how the validator should be setup...
The validator is placed in the Search Effect.
I tried using 2 default validators...CliffLevelGreater and Cliff Level GE1... for the first validator, nothing happens when the unit gets near a wall. For the second validator Cliff Level GE1, the unit dies instantly(for testing purposes the damage is set to kill) the minute it is affected by the Buff that controls it all.
I tried duplicating Cliff Level GE1 and tried changing Target - Location + and Target - Other Location + and a bunch of other things... nothing seems to work.... anyone with any ideas?
If I can just get this working properly, I should have the second part completed in no time.
Thanks.
I was bored, so I made this:
I wanted to do something about incoming missiles, but they don´t seem to be affected by force : /
If I can think of something else I will participate.
@D1000: Go
make sure that your searches include missiles, most aren't set up like that by default. I believe it should be possible but wonder how the missiles would look if being affected by force.
@Kueken531: Go
That looks awesome :P the actor for it I mean :) completely suits the zerg unit and simple but effective use of force :)
I tested it already by applying other things to the missiles (slower time-scale for example), it seems that "apply force" just does not affect them. (I also looked it up on sc2mapster and found others writing about this problem as well)
I couldn't find a good force lightning or force blast vid but some more ideas for you guys
Imagine force blast. It would cause units to tumble backwards ;)
@Kueken531: Go
Nice one! That looks badass.
Well, Yesterday and the day before, I made a recreation of the mother ship black hole and a wormhole effect, Which both use force effects.
Now that I see the idea of this exercise, I am going to attempt to create the knockback shield which was based off of a spell in a warcraft book, (war of the ancients) Which caused the enemies who touched it to be knocked back as though from a catapult.
Note that the wormhole does not quite work correctly if it is unable to push units out of it's AOE (near map edges or walls for ground units) or near another wormhole (endless loop)
Heres my first entry: Warp Grapple, which I also gave a preview of in WDE #12. New and improved video featuring both lasso mode and grapple mode. For some reason fraps didn't properly record the sound...
I may make something else as well, depending on how busy I am.
No one has any ideas for my cliff validator??
@Kueken531: Go
That looks amazing and makes me think dragon firebreath.
@BorgDragon: Go
Wouldn't it be better to compare the cliff level of a point in front of the target (with a create persistent using its periodic offset), since the cliff level at the unit will still be the same?