kinda stuck in a rut with this one, any ideas how to create this ability?
for those of you who came from warcraft 3 , im sure you are familiar with the hero beastmaster, His ultimate ability was one that called hordes of rampaging lizards that exploded on contact.
There was a thread where I answered this and how to recreate several other WC3 spells.
Basicly you use a chanelled Effect - Target to create a Create Persistent effect. The persistent then creates two rows of offset invisible no collision dummy units using Create Unit effects. The dummies on the one side then use a Buff behaviour to use a periodic Search Area to find their counterpart (all different unit types) and then use a Launch Missile effect at it (your lizard). The rest is just using the data form of colliding projectiles ie a buff that searches an arc infront of it that suicides the unit and does damage if it find a target. The buff on the missiles expires just before impact with the dummy units on the other side.
when the dummy is created, how do i get all the lizards to move in a straight line ?
I understand the search aura for the missile to detonate it, and i understand the positions of where to create the intitial offset dummies.
But i believe your solution is actively looking for a unit First, and then lauches, Which means if there are no units around, the ability wont launch the missiles (aka lizards) .
Stampede launched rampaging lizards that moved in a straight line regardless if units were around or not.
How to get the created dummies to launch missiles in a straight line? , i know i could probably do it easily for 1 of the dummies, but i would assume each dummy would needs its own offset launch missile position after being created? That is the hard part, cause i dont know how to create a bunch of unique dummies with there own personal offset launches to get them moving in a straight line. Any ideas?
Simple you launch the missile (lizard) from dummy A to Dummy B which is a straight line, you might need a custom mover for the right flightpath. you also have C to D, E to F etc.
Trouble with create unit is the unit faces a random direction so the offsets would be relative to how it is facing. You need it to be from unit to unit
You just create Several units in the units data type, set collision to 0 and movement speed to 0 disable a few flags for turning moving etc and give them all the same Unit type actor that uses th invisible model and is created on unit birth.
You just give each dummy a behaviour that has a periodic search area effect that launches the missile and the missile has a several validators. It uses two Location Range validators to force it to only be launchable at a dummy at a specific range (within 0.03 of a tile) and a Unit Type validator so it can only fire at the right dummies. The search is set to only finds 1 target so the odds of two dummies from multicasting being exactly in the right overlapping position will be minimal.
Rest is just a Create Persistent effect using a load of Create Unit effects at offsets.
Yeah, this would be quite doable. I wouldn't use a launch missile, though, but woild just order the lizards to move in a direction and have them explode when near a target. The facing issue isnt a problem because you can just predetermine their path relative to the caster instead of the dummy unit. You can create a dummy target unit thats invisible toward which the lizard moves. In Dark Deeds I do something similar with the Mechanic's ultimate ability--it calls in a battlecruiser that bombards an area and then flies away. I create an invisible unit to make the attack point, and another to mark the point it flies toward, and then spawn the unit at another point, from which it flies at the move point while attacking the attack point.
One note: for some reason it seemed that the offsets in the create persistent for the initial and expire effects were absolute, while the periodic offsets are of course relative.
Only trouble is stampede constantly makes lizards that appear running in the right direction. Your method would make the explode on proximity stuff more complex than needed.
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Only trouble is stampede constantly makes lizards that appear running in the right direction. Your method would make the explode on proximity stuff more complex than needed.
How so? Both cases would need to execute a periodic search at either the ordered unit or the missile unit.
Also, I am pretty sure, you can solve this without dummy units; you can just issue orders or launch missiles to offsets.
He needs it to launch missile from offsets to other offsets, In a direction relative to the channelling caster. As the Create Unit effect makes stuff start facing a randon direction there would be issues of the unit having to turn without blasting stuff around it before priming itself and moving to where it has to go.
kinda stuck in a rut with this one, any ideas how to create this ability?
for those of you who came from warcraft 3 , im sure you are familiar with the hero beastmaster, His ultimate ability was one that called hordes of rampaging lizards that exploded on contact.
http://classic.battle.net/war3/neutral/beastmaster.shtml
Couple things to note about the ability
-depending on the direction you are facing depends on the direction the lizards travel to.
-Its a channeling ability.
-the lizards explode upon contact with the first enemy unit it hits.
any ideas? im guessing it be a ton of offsets and stuff, but getting them to move in the correct direction has been problematic for me.
There was a thread where I answered this and how to recreate several other WC3 spells.
Basicly you use a chanelled Effect - Target to create a Create Persistent effect. The persistent then creates two rows of offset invisible no collision dummy units using Create Unit effects. The dummies on the one side then use a Buff behaviour to use a periodic Search Area to find their counterpart (all different unit types) and then use a Launch Missile effect at it (your lizard). The rest is just using the data form of colliding projectiles ie a buff that searches an arc infront of it that suicides the unit and does damage if it find a target. The buff on the missiles expires just before impact with the dummy units on the other side.
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
when the dummy is created, how do i get all the lizards to move in a straight line ?
I understand the search aura for the missile to detonate it, and i understand the positions of where to create the intitial offset dummies.
But i believe your solution is actively looking for a unit First, and then lauches, Which means if there are no units around, the ability wont launch the missiles (aka lizards) .
Stampede launched rampaging lizards that moved in a straight line regardless if units were around or not.
How to get the created dummies to launch missiles in a straight line? , i know i could probably do it easily for 1 of the dummies, but i would assume each dummy would needs its own offset launch missile position after being created? That is the hard part, cause i dont know how to create a bunch of unique dummies with there own personal offset launches to get them moving in a straight line. Any ideas?
Simple you launch the missile (lizard) from dummy A to Dummy B which is a straight line, you might need a custom mover for the right flightpath. you also have C to D, E to F etc.
Trouble with create unit is the unit faces a random direction so the offsets would be relative to how it is facing. You need it to be from unit to unit
You just create Several units in the units data type, set collision to 0 and movement speed to 0 disable a few flags for turning moving etc and give them all the same Unit type actor that uses th invisible model and is created on unit birth.
You just give each dummy a behaviour that has a periodic search area effect that launches the missile and the missile has a several validators. It uses two Location Range validators to force it to only be launchable at a dummy at a specific range (within 0.03 of a tile) and a Unit Type validator so it can only fire at the right dummies. The search is set to only finds 1 target so the odds of two dummies from multicasting being exactly in the right overlapping position will be minimal.
Rest is just a Create Persistent effect using a load of Create Unit effects at offsets.
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
Yeah, this would be quite doable. I wouldn't use a launch missile, though, but woild just order the lizards to move in a direction and have them explode when near a target. The facing issue isnt a problem because you can just predetermine their path relative to the caster instead of the dummy unit. You can create a dummy target unit thats invisible toward which the lizard moves. In Dark Deeds I do something similar with the Mechanic's ultimate ability--it calls in a battlecruiser that bombards an area and then flies away. I create an invisible unit to make the attack point, and another to mark the point it flies toward, and then spawn the unit at another point, from which it flies at the move point while attacking the attack point.
One note: for some reason it seemed that the offsets in the create persistent for the initial and expire effects were absolute, while the periodic offsets are of course relative.
Only trouble is stampede constantly makes lizards that appear running in the right direction. Your method would make the explode on proximity stuff more complex than needed.
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
How so? Both cases would need to execute a periodic search at either the ordered unit or the missile unit.
Also, I am pretty sure, you can solve this without dummy units; you can just issue orders or launch missiles to offsets.
He needs it to launch missile from offsets to other offsets, In a direction relative to the channelling caster. As the Create Unit effect makes stuff start facing a randon direction there would be issues of the unit having to turn without blasting stuff around it before priming itself and moving to where it has to go.
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