I reworked one of my heroes abilities recently and would like to put that up... if i could record it >.> I'll try recording tommorow, if i cant, i'll bother everyone on skype and MSN whether they can give it a try.
Also, Kueken, what model is that? I WANT IT!!! Can it be tinted? If so, i think i'm able to make a "blood mage" hero, and it's not based on the wc3 blood mage but its supposed to be a mage that actually uses blood.
Also, Kueken, what model is that? I WANT IT!!! Can it be tinted? If so, i think i'm able to make a "blood mage" hero, and it's not based on the wc3 blood mage but its supposed to be a mage that actually uses blood.
Like I messaged you in skype, but other people might be interested:
Its called "BioPlasmaMissileImpact" (Plasma, not Plasmid, there are both of 'em). It is scaled to (2.0|4.0|2.0) and attached to the center of the caster (SOpCenterStationary).
Also, it is no missile or something, the expanding is part of the model itself; since it is some kind of explosion originally (I still use an invisible missile, because originally I planned on using another model, which I did not find anymore).
Since I couldn´t move the projectiles, I just made a reaper shooting them down with lasers. This causes an explosion, which is in turn knocking back units.^^
Only thing I can´t get rid of: Units always face the direction they are knocked in -.-
yeah that is interesting im having some troubles with mine it forces units around the caster to go to the target but only the units in a range of 3 so they dont go far enough and i eventually have a persistent around the target so they surround then attack
I retooled the Death Grip ability I made and combined it with the Ground Pound ability from the given tutorial, the result is similar to the Barbarian Leap from Diablo II.
The target pathing needs work, not sure how to avoid being blocked by units in the way of the target unit.
Btw: I would appreciate it if you could make a video of mine too : )
(But wait a few days, I will add another ability, trying to recreate a spell I made for a contest in Wc3. If anyone is wants to see it: I attached the Wc3-map (I´m talking about the spell with the orb))
I've polished this ability a bit more, changed some actors and got the pathing to work out a little better with Push Priority. I also changed the target to Point rather than Unit, so you can get Leap Happy. Here's an updated video...
Currently, it only does so with the caster unit - target units will just collide with cliffs and get stuck. All I had to do for the caster was to make an identical copy unit of the caster, except with no abilities, and link it with the caster thru a morph. The copy has the colossus mover, allowing it to go over cliffs.
After some testing I have found that a unit that has no collision flags by default will automatically go over cliffs when pulled and pushed, however I am unable to achieve the same result by suppressing collision via a buff in-game to a unit that starts out with collision flags checked.
The target pathing needs work, not sure how to avoid being blocked by units in the way of the target unit.
Thats easy. I'm guessing your ability applies a buff to t he jumping unit - just go into the buff, I think its in the behavior tab, in either state flags or modify flags you should see a flag called "suppress collision". That should do it.
I reworked one of my heroes abilities recently and would like to put that up... if i could record it >.> I'll try recording tommorow, if i cant, i'll bother everyone on skype and MSN whether they can give it a try.
Also, Kueken, what model is that? I WANT IT!!! Can it be tinted? If so, i think i'm able to make a "blood mage" hero, and it's not based on the wc3 blood mage but its supposed to be a mage that actually uses blood.
Looks like the Roach-Attack to me
/€: Kay, I was wrong^^
@TheAlmaity: Go
Like I messaged you in skype, but other people might be interested:
Its called "BioPlasmaMissileImpact" (Plasma, not Plasmid, there are both of 'em). It is scaled to (2.0|4.0|2.0) and attached to the center of the caster (SOpCenterStationary).
Also, it is no missile or something, the expanding is part of the model itself; since it is some kind of explosion originally (I still use an invisible missile, because originally I planned on using another model, which I did not find anymore).
@Nahotnoj: Go
The grapple works up cliffs thats pretty nifty
@TheAlmaity: Go
look forward to seeing it :P I can record it for you if have issues
@nevjmac: Go
Since I couldn´t move the projectiles, I just made a reaper shooting them down with lasers. This causes an explosion, which is in turn knocking back units.^^
Only thing I can´t get rid of: Units always face the direction they are knocked in -.-
@D1000: Go
Looks awesome :)
@D1000: Go
Yea thats pretty cool :) a nifty use of force effects :D
yeah that is interesting im having some troubles with mine it forces units around the caster to go to the target but only the units in a range of 3 so they dont go far enough and i eventually have a persistent around the target so they surround then attack
I retooled the Death Grip ability I made and combined it with the Ground Pound ability from the given tutorial, the result is similar to the Barbarian Leap from Diablo II.
The target pathing needs work, not sure how to avoid being blocked by units in the way of the target unit.
Anyone heard of Shinra Tensei, Chibaku Tensei, and Banshō Ten'in.
@Nahotnoj: Go
how did you get your grapple ability to path over cliffs?
@nevjmac: Go
Thanks^^
Btw: I would appreciate it if you could make a video of mine too : )
(But wait a few days, I will add another ability, trying to recreate a spell I made for a contest in Wc3. If anyone is wants to see it: I attached the Wc3-map (I´m talking about the spell with the orb))
Leap (or Slam)
I've polished this ability a bit more, changed some actors and got the pathing to work out a little better with Push Priority. I also changed the target to Point rather than Unit, so you can get Leap Happy. Here's an updated video...
@D1000: Go
Let me know, I will make a video for you.
@Southpaw444: Go
Currently, it only does so with the caster unit - target units will just collide with cliffs and get stuck. All I had to do for the caster was to make an identical copy unit of the caster, except with no abilities, and link it with the caster thru a morph. The copy has the colossus mover, allowing it to go over cliffs.
After some testing I have found that a unit that has no collision flags by default will automatically go over cliffs when pulled and pushed, however I am unable to achieve the same result by suppressing collision via a buff in-game to a unit that starts out with collision flags checked.
@D1000: Go
Video being uploaded for you now :) will edit this post with it soon
@Nahotnoj: Go
Thats a pretty nifty trick, will keep that in mind :) if I ever need to use a similar idea that is
@D1000: Go
Thanks for the offer Southpaw / Thanks for the video Nev
I hope I can finish the second entry before the deadline : /
Thats easy. I'm guessing your ability applies a buff to t he jumping unit - just go into the buff, I think its in the behavior tab, in either state flags or modify flags you should see a flag called "suppress collision". That should do it.
Looks awesome by the way.
@Nahotnoj: Go
Thanks Nahotnoj, that's much better than my Push Priorty work around.