i have some questions regarding several abilities im going to create. hope someoneĀ“s able to help.
theire mostly wc3 like abilitie but some are "new" so i need some ideas on these...
------
healing wards - how to create an ability that lets you target anywhere, and that creates some "unit" there, timed life, with an healaura...?
(im goingto learn it probably through the ravenĀ“s auto turret myself but if there is an easyier way possible.. just asking).
a Nova - target ability, no missile (easy) but damaging the unit itself AND doing like an explosion also damage to surrounded units. also applies slow to all affected units.
passive thorns ability - throws back xx% of the damage the unit receives.
a cleave or multishot - cleave would make damage to enemies in a cone in front of the unit, percentage based. multishot would add additional "shots" to enemies in front of my unit.
------
now some "ultimate" like things..
Avatar - increases scale, adds HP, increases damage, makes unit "immune" to stuns (probably validator based).
an on attribute (agility, intelligence etc..) based spawnable minion, timed life.
AOE Healing (healing over time, channeled(probably))
AOE Stun/Slow (also channeled)
---
thats all. probabl a little bit much but some of them seem to be relatively easy, just need to know the "way", how to do it..
if you have any questions on any of these abilities, just ask i'll try to explain them more.
Some of these are quite difficult (in my opinion) the only one that I could figure out right now is the heal wards, would you want it to be a casted locaition? or creating a unit like the medivac? cause there both accually quite simple all you have to do for the location one is make it search an area and apply a behavior for any unit that is in that location also add sounds and actors. but for the create unit one is pretty much creating a unit like the medivac, giving you this short explination is me assuming that you know some of the basics of the data editor but if you want more detail send me a PM...
but like most abilitys you are going to need a few behaviors for each ability and most of the stuff that you would like the ability to do is in the Modification+ tab (in the behavior) and to link it to the ability all you have to do is create a apply behavior effect and then set your (in the ability that you are creating) abilities Effects tab to your apply behavior effect. and for sounds and visuals then create new actor then for sound its BasedOn SoundStyleOneShot and for the visuals then its BasedOn ModelAnimationStyleOneShot, the OneShot sounds and animations are the most commonly used BasedOns (I think so..) but all you do in the events in the actors then ignore the preset events and set it to Behavior ..Your Behavior.. and Start then Create and Behavior ..Your Behavior.. Stop then Destroy but thats about it, its pretty simple.
so would it be possible to create an ability which is sorta like siege tanks- as in it makes the unit immoblie and increases range but it also increases rate of fire, damage and also vision range and if possible limit the attack direction to an infront of the caster sorta thing.
ok thats hard to describe so if you want here's an example
imagine a canyon with a marine at one end and 10 zerglings at the other, zerglings charge towards marine (the trench is quite long 4x marine's vision range or there abouts) the marine kneel's down (think Nova's snipe animation) and can suddenly see 2x farther and has a 3x bigger range (they can see 11 and fire at 5 isn't it?) plus he has a 2x faster firing speed.
and thats the general idea of the ability, a "hold the line ability" if you will
Hi
i already have created an ability to simply shoot a missile at a target point. but my problem is that i do not want my missile to need a target point/unit, i want it launched straight ahead from the caster, as the casting vehicle is controlled via WASD.
I already tried simply changing the ability from Effect - Target to Effect - Instant, but the spell wont work.
Thanks that helped a lot... but there is still one problem: The missiles wonĀ“t collide with units that are closer than the effect offset. I will try to find out but if you already know how to deal with this, please let me know :)
I am currently trying to make a purifier mothership continuously spawn carriers, scouts, phoenixs, void rays, and observers. I am also trying to make new multi-targeting weapons and an AI to warp in protoss ground forces using the power source. The AI also attacks toward 1 point. I am a beginner so just learning how to make the purifier spawn is good for a start. Thanks a lot. :)
Hi guys, Can you please help me or point me in the right direction with this? Should be an easy one.
I'm trying to make a unit who has an ability that you can activate, this turns on a passive buff for a limited duration which cases their attacks to slow the unit they it hits and within a small AoE radius around the target, but without hurting the ones that are only hit by the splash.
EDIT: Nevermind! I've designed the ability using a change weapon ability and linked 3 effects in the 'weapons - effect' set (damage, search area and a behavior that slows).
So far I've done pretty well (for a newblet) making my own abilites; but now I want to make an AOE damage spell that travels out from the caster (pretty much like the Flame Wave spell from Diablo), and I really don't know where to start. Any help on this would be appreciated :)
That would basically give a circular effect traveling forward... I don't mind that I suppose, but I was hoping to have more of a wave effect. Like this:
If it's not possible (or would be too complicated for my newbular mind) then I'll not worry about it :) I can work with this for now.
Ok synergy Abilities.
Atm i'm trying to make 2 abilities that work like this.
One is a beam attack (Laser overload) that has a charge time just like the yamoto canon. this ability is done and works just fine for itself
The other is a missile attack that sends out a slow missile in a targetet direction and exploads if it meats a unit or gets to far away from the casting pont (Desent explode at the point where the ability was clicked). This allso works fine by itself.
Now for the synergy.
I want to be able to target the missile with the beam attack thus creating an even larger explosion (Probebly an implosion).
I'm guesing that ill have to give the missile a continues behavior and then add the explosion / implosion to the beam attack with a validator that searches for the continues behavior on the missile thus only exploading if it hits the missile.
Well anyways i can for the love of god not figur out how to make it so i can target the missile with the beam ability. anyone knows how to do this?
THX in advance and sorry for the bad english (It should be understandeble).
Sorry guys, for being gone for the past few months... I have a reason. my hard drive failed, so I had to get a new one :P but being gone for this long has dulled my knowledge of basic data editing, and ive been bussy with work and school, etc. so I will not be much help for many people... I will not be here for very long at any time for a while so yeah. again, sorry... I hope you'll understand.
I would like some help with creating a custom ability involving an airstrike/mortar strike (I dont care which, whichever is easier) called in by a ghost, preferably as 1: an item pick up in order to use, or 2: a time limited ability.
I do not have much experience in the trigger editor, and I have a bit more in the data editor, so a tutorial would be nice.
As for the reason I want this: I am currently working on a project I started just a few days ago, and my ghost needs some sort of way to clear out the way so he can move on! haha.
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that is awesome thanks. The fact that I can so easily attack invulnerable units is actually going to make my map a whole lot easier thank you.
hey.
i have some questions regarding several abilities im going to create. hope someoneĀ“s able to help.
theire mostly wc3 like abilitie but some are "new" so i need some ideas on these...
------healing wards - how to create an ability that lets you target anywhere, and that creates some "unit" there, timed life, with an healaura...?
(im goingto learn it probably through the ravenĀ“s auto turret myself but if there is an easyier way possible.. just asking).
a Nova - target ability, no missile (easy) but damaging the unit itself AND doing like an explosion also damage to surrounded units. also applies slow to all affected units.
passive thorns ability - throws back xx% of the damage the unit receives.
a cleave or multishot - cleave would make damage to enemies in a cone in front of the unit, percentage based. multishot would add additional "shots" to enemies in front of my unit.
------now some "ultimate" like things..
Avatar - increases scale, adds HP, increases damage, makes unit "immune" to stuns (probably validator based).
an on attribute (agility, intelligence etc..) based spawnable minion, timed life.
AOE Healing (healing over time, channeled(probably))
AOE Stun/Slow (also channeled)
---thats all. probabl a little bit much but some of them seem to be relatively easy, just need to know the "way", how to do it..
if you have any questions on any of these abilities, just ask i'll try to explain them more.
regards,
PatchOne
@PatchOne: Go
Some of these are quite difficult (in my opinion) the only one that I could figure out right now is the heal wards, would you want it to be a casted locaition? or creating a unit like the medivac? cause there both accually quite simple all you have to do for the location one is make it search an area and apply a behavior for any unit that is in that location also add sounds and actors. but for the create unit one is pretty much creating a unit like the medivac, giving you this short explination is me assuming that you know some of the basics of the data editor but if you want more detail send me a PM...
but like most abilitys you are going to need a few behaviors for each ability and most of the stuff that you would like the ability to do is in the Modification+ tab (in the behavior) and to link it to the ability all you have to do is create a apply behavior effect and then set your (in the ability that you are creating) abilities Effects tab to your apply behavior effect. and for sounds and visuals then create new actor then for sound its BasedOn SoundStyleOneShot and for the visuals then its BasedOn ModelAnimationStyleOneShot, the OneShot sounds and animations are the most commonly used BasedOns (I think so..) but all you do in the events in the actors then ignore the preset events and set it to Behavior ..Your Behavior.. and Start then Create and Behavior ..Your Behavior.. Stop then Destroy but thats about it, its pretty simple.
@Titanisdrb: Go
How would I give an Infestor an active ability to steal 15 health from a target over 3 seconds?
so would it be possible to create an ability which is sorta like siege tanks- as in it makes the unit immoblie and increases range but it also increases rate of fire, damage and also vision range and if possible limit the attack direction to an infront of the caster sorta thing.
ok thats hard to describe so if you want here's an example
imagine a canyon with a marine at one end and 10 zerglings at the other, zerglings charge towards marine (the trench is quite long 4x marine's vision range or there abouts) the marine kneel's down (think Nova's snipe animation) and can suddenly see 2x farther and has a 3x bigger range (they can see 11 and fire at 5 isn't it?) plus he has a 2x faster firing speed.
and thats the general idea of the ability, a "hold the line ability" if you will
Hi i already have created an ability to simply shoot a missile at a target point. but my problem is that i do not want my missile to need a target point/unit, i want it launched straight ahead from the caster, as the casting vehicle is controlled via WASD.
I already tried simply changing the ability from Effect - Target to Effect - Instant, but the spell wont work.
Any ideas?
@hueschel: Go
Start a persistent effect with an offset, which will execute the launch missile effect on the offset.
Thanks that helped a lot... but there is still one problem: The missiles wonĀ“t collide with units that are closer than the effect offset. I will try to find out but if you already know how to deal with this, please let me know :)
*click*
Thank you very much :)
I am currently trying to make a purifier mothership continuously spawn carriers, scouts, phoenixs, void rays, and observers. I am also trying to make new multi-targeting weapons and an AI to warp in protoss ground forces using the power source. The AI also attacks toward 1 point. I am a beginner so just learning how to make the purifier spawn is good for a start. Thanks a lot. :)
Hi guys, Can you please help me or point me in the right direction with this? Should be an easy one.
I'm trying to make a unit who has an ability that you can activate, this turns on a passive buff for a limited duration which cases their attacks to slow the unit they it hits and within a small AoE radius around the target, but without hurting the ones that are only hit by the splash.
EDIT: Nevermind! I've designed the ability using a change weapon ability and linked 3 effects in the 'weapons - effect' set (damage, search area and a behavior that slows).
So far I've done pretty well (for a newblet) making my own abilites; but now I want to make an AOE damage spell that travels out from the caster (pretty much like the Flame Wave spell from Diablo), and I really don't know where to start. Any help on this would be appreciated :)
Put a period duration in raynor's snipe spell and you should have a template.
@Kueken531: Go
Thanks, I'll give that a try. If that works, any idea on how to make the "shot" wider? A wideness of 3-5 would suffice.
change the radius of the search effect (and scale the actor appropriately)
@TheAlmaity: Go
That would basically give a circular effect traveling forward... I don't mind that I suppose, but I was hoping to have more of a wave effect. Like this:
If it's not possible (or would be too complicated for my newbular mind) then I'll not worry about it :) I can work with this for now.
Ok synergy Abilities.
Atm i'm trying to make 2 abilities that work like this.
One is a beam attack (Laser overload) that has a charge time just like the yamoto canon. this ability is done and works just fine for itself
The other is a missile attack that sends out a slow missile in a targetet direction and exploads if it meats a unit or gets to far away from the casting pont (Desent explode at the point where the ability was clicked). This allso works fine by itself.
Now for the synergy.
I want to be able to target the missile with the beam attack thus creating an even larger explosion (Probebly an implosion).
I'm guesing that ill have to give the missile a continues behavior and then add the explosion / implosion to the beam attack with a validator that searches for the continues behavior on the missile thus only exploading if it hits the missile.
Well anyways i can for the love of god not figur out how to make it so i can target the missile with the beam ability. anyone knows how to do this?
THX in advance and sorry for the bad english (It should be understandeble).
Sorry guys, for being gone for the past few months... I have a reason. my hard drive failed, so I had to get a new one :P but being gone for this long has dulled my knowledge of basic data editing, and ive been bussy with work and school, etc. so I will not be much help for many people... I will not be here for very long at any time for a while so yeah. again, sorry... I hope you'll understand.
I would like some help with creating a custom ability involving an airstrike/mortar strike (I dont care which, whichever is easier) called in by a ghost, preferably as 1: an item pick up in order to use, or 2: a time limited ability.
I do not have much experience in the trigger editor, and I have a bit more in the data editor, so a tutorial would be nice.
As for the reason I want this: I am currently working on a project I started just a few days ago, and my ghost needs some sort of way to clear out the way so he can move on! haha.