I have nearly finished my second entry, just a few graphical effects are left : )
/€: Finished (or at least mostly)
Creates an "orb" (in wc3 it was an orb, this time it´s more like a bomb), that sucks the life of near enemy units & follows them (there is the force effect xD). At the end it explodes an deals damage proportional to the life sucked.
What I didn´t get to work: Beams when the life is leeched : /
I actually have a hard time getting the continuous beams to work for your setup. I might have to change your setup to some extend for them to work; I will try to keep the exact same functionality.
I got something that looked like continuous beams, but they started at the caster & it only worked with colossi-beams, not the void-ray- or even better phalanx-beams I wanted to use.
(I think they were short beams but since the beam-duration was longer than the period of the damage it looked like a continuous beam xD I did it by creating the beam on "Behavior.LeechingOrbBleeding.On" and destroying it at "Behavior.LeechingOrbBleeding.Off")
I've taken a break from my Force Effect. I got the force working, I just cannot get the collision/search working properly. Everything seems like it's setup properly, but for some reason I'm a dumbass at the moment.
I got something that looked like continuous beams, but they started at the caster it only worked with colossi-beams, not the void-ray- or even better phalanx-beams I wanted to use.
(I think they were short beams but since the beam-duration was longer than the period of the damage it looked like a continuous beam xD I did it by creating the beam on "Behavior.LeechingOrbBleeding.On" and destroying it at "Behavior.LeechingOrbBleeding.Off")
Thanks anyway
I get any beam to work "really" continuously, but I seem to not be able to keep all the functionality the same, if the beams should work correctly. I either lose the ability of the orb to re-aquire a target, which moved out of range once, or I lose MUI, so only 1 orb will cause damage over time at 1 enemy unit.
Timed beam bursts work as well, of course, but it might not look that good, for example for beams playing animations (like colossus or void ray beams) or when the beams actually attach to the unit's target points and constantly switch those.
For your beams: Have a look at the used animations in the Beam's Actor Events. Standard beams play Birth -> Stand -> Death, which works for the colossus beams. Void Ray Beams use other animations, Attack A,B and C, I think.
here is some footage of a hero from TheAlmaity's map "gates of darkness"
Hmmm... missile is a bit hard to see. I guess i have to do something to make it more visible.
Thx for the vid nev :)
Just a friendly note that the Next WDE will be up tomorrow but a bit later than usual, busy morning schedule
@ftbhrygvn: Go
lmfao thats awesome! most op siege tank ever. :D and it has a nice visual, simple but effective
ugh i had some trouble with mine plus with my data assets i didnt have time to figure out how to do mine
WDE will be a little late, todays turn of events didn't go my way >.> $600 out of pocket and a cat with a broken leg :(
@nevjmac: Go
ooh no! Broken leg kitty, dang that sux. I hope your cat gets well soon. It's tough taking care of an animal with a broken leg.
@D1000: Go
I have nearly finished my second entry, just a few graphical effects are left : )
/€: Finished (or at least mostly)
Creates an "orb" (in wc3 it was an orb, this time it´s more like a bomb), that sucks the life of near enemy units & follows them (there is the force effect xD). At the end it explodes an deals damage proportional to the life sucked.
What I didn´t get to work: Beams when the life is leeched : /
Maybe someone can help me there?
@D1000: Go
What would you like more: Continuous beams, while sucking life or short beam pulses?
@Kueken531: Go
Continuous
Damn, the short beam bursts would be really easy.
I actually have a hard time getting the continuous beams to work for your setup. I might have to change your setup to some extend for them to work; I will try to keep the exact same functionality.
@Kueken531: Go
I got something that looked like continuous beams, but they started at the caster & it only worked with colossi-beams, not the void-ray- or even better phalanx-beams I wanted to use.
(I think they were short beams but since the beam-duration was longer than the period of the damage it looked like a continuous beam xD I did it by creating the beam on "Behavior.LeechingOrbBleeding.On" and destroying it at "Behavior.LeechingOrbBleeding.Off")
Thanks anyway
I've taken a break from my Force Effect. I got the force working, I just cannot get the collision/search working properly. Everything seems like it's setup properly, but for some reason I'm a dumbass at the moment.
I'll get it working eventually. :\
I get any beam to work "really" continuously, but I seem to not be able to keep all the functionality the same, if the beams should work correctly. I either lose the ability of the orb to re-aquire a target, which moved out of range once, or I lose MUI, so only 1 orb will cause damage over time at 1 enemy unit.
Timed beam bursts work as well, of course, but it might not look that good, for example for beams playing animations (like colossus or void ray beams) or when the beams actually attach to the unit's target points and constantly switch those.
For your beams: Have a look at the used animations in the Beam's Actor Events. Standard beams play Birth -> Stand -> Death, which works for the colossus beams. Void Ray Beams use other animations, Attack A,B and C, I think.
oh lol i was messing with force effects (learning them) but just now i realized why i was working on force effects i will put mine up shortly lol
this is mine im not gonna make a video as i couldn't get actors to work fro some reason
can anyone make carrion swarm work in hots map? sry it worked in hots melee.