I've been trying to create an ability that makes a unit (currently an allied faction that cannot be controlled) follow another unit and reduce the speed of both of them while the one is following the other. If cancelled the secondary unit would be destroyed. The concept is the main unit hauling cargo from one point to another. Any ideas?
@Batomys: How far can you go on it? Start with an ability that affects a target. Create a Set effect that includes the Issue Order effect and the Apply Behavior effect that reduces speed. You can then create an instant ability thats avaiable to the main unit only when its affected by the behavior, this will be the cancel unit. When used it removes the behavior and kills the secondary unit.
I'm currently working on an FPS map and am trying to make an ability that targets wherever the crosshairs are so like if you use a grenade ability while looking at the ground it will go 1 unit but if you look up it goes 6? also i know its not the right section but if someone knew how to make crosshairs that would help too
I can't find any tutorials that are any help in making abilities, I'm just trying to make a directional sight ability, like a flashlight? I'm new and pretty clueless in the editor so anything really will help :P
I'm making a hero that can hold his own against a deathball, I want him to be able to cast a self healing ability.
Effects:
Costs 200 energy,
Restores 1500 health,
Restores 250 energy,
5:00 min. cooldown,
Target is only the caster,
Instant, click the button and it's done,
O god, it that only shows how much of a noob I am, but every ones' got to start somewhere.
I can understand the first few paragraphs, but I really can't make heads or tails of it. =(
If possible I need a video tutorial because I really don't know what I'm doing.
no idea :P i followed that and made some stuff. Just use that to get familiar with the system then play around... Unfortunately my ability is a bit harder ;D
I am making an RPG map, with heros and abilities ETC.
I taught about an "mind break" ability to add to everyone. The goal is simple : you can break weaker or equal level mind opponents ... I'm still working on the concept, and i have no idea how to do that with the editor.
Any help is welcomed, if you have any ideas to get the concept more interesting and challenging (not too easy), or if you just can tell me how to make it on the editor !
Hi, I'd like you to help me on making an ability. I've got an imported unit from here: Adjutant Ghost, and I want to give her an ability which calls the Hyperion ( a modified one with less damage and untargetable, uncommandable, etc.) and issue it to attack to 3 random points, and then lauch 4 Yamato attack (the special one from Hyperion) in 4 random points (of course another weaker version of it). I'd like that attacks from the modified Hyperion be complete (the full amount of periods). I've got the modified Hyperion with modified attack and Yamato but I don't know what to do now. I'd like the Hyperion to drop like the air mercs from the Merc Compound, and then starting the attacks.
I won't go into detail on how to do this, but I will tell you what to do. Look up tutorials if you aren't sure.
For the dropping effect, create a persistent. Set the z offset to 20. Set the height of the unit you are dropping to 20. Create the unit with the persistent. Modify the unit to drop 20 - (the desired ending height) units.
As for the random targeting, I would personally get the random data from triggers. But you can also use persistent, in which you create a bunch of possible x and y offsets. Set the flag "random offset" to enabled. Then create the effect at that offset value. Then in actors, set the ending beam actor location to be location of the effect, and anything else you might want.
Hi I've got a request. I've got a unit which has an ability which launches up to 20 missiles to random offsets in area but when units are damaged they run to me. I know thet its for notification flag but I don't whant to disable it. I'd like to know if theres a way on applying a stun debuff to every units in that area for the duration of the attack (or a bit more, in my case 12 seconds).
Hi all, I'd like help either creating this ability (so I could then make the tutorial) or a link to an existing tutorial. I want to make an ability that makes the caster run from where he is to the targeted location (within a range, that white circle thing) knocking all enemy units out of the way and damaging them in the process. I have followed the tutorial on here on creating a ground pound ability (which is basically another ability I needed) and I figure I can apply a similar effect to the unit as he is charging, but I can't figure out how to make him actually charge.
Hello all who read this, i have a question regarding a non-target ability, now from what i have been able to find this seems to have either a very easy solution or a very difficult one because i have not been able to find any information about it.
I want to create a simple ability which when used shoots a projectile straight forward from the caster and damages anything in its path, i can really only begin to guess at how this would be done because all the abilities i look at are either targeted, targeted to a point or aoe around the caster.
If anyone could help me with this i would greatly appreciate it.
Thanks TheAlmaity but thats not quite what i was looking for, i want an instant effect ability that requires absolutly no targeting, not even clicking the ground to choose the direction to fire in, i just want to be able to use the ability and it shoots straight forward. I wish i could give an example i think the closest thing i can think of would be the hybrids constricting slime which fires in an aoe around the target, i would like an instant ability effect which shoots a projectile in 1 direction straight ahead. i was told this could be done i am just hoping someone who reads this knows how.
Same method as in the tutorial. Just make it an Effect-instant ability. If I remember right, the tutorial doesn't need targetting - The part where the player targets is only there so that the unit turns into the right direction before firing.
In his tutorials there is an effect he calls "initial" that is of type "Create Persistent", that effect does the actual targetting. You'll see he gives it an offset of -10 in Y - That's the point that is being targetted. If you want to change the distance the missile travels, thats the value you change. This target is chosen based on unit facing, and as I said before, the only reason there is a target phase for the spell is to make the unit turn in the right direction - The point you click on has no other direct relation to what happens with the effects.
Sorry if i keep doing it wrong but i made the effect instant in his map and i kept getting an error message must target unit and then i tried to change anything in the effects which required a target or target point and got the same error message.
I figured it out somewhat although it still needs alot of adjustments.
Sooo i need the same thing as drake, but quite a bit more complicated:
An ability that must have:
-is castable while moving [DONE]
-does not require a target or aiming [DONE]
-fires a missile in a certain direction, based on the casters facing direction [like left, front etc] [DONE]
-checks the inventory for certain items [DONE]
-in specific slots[DONE]
-and fires an specific amount(based on the stacksize) of projectiles[DONE]
-of a certain type (specified by the item type)[DONE {Probably :)}]
- the projectile should not follow terrain deformation [STUCK]
-applies debuff/extra critical damage if critical hit/different amounts of dmg/chain lightning on impact/pulls the enemy hit in/ignores armor etc
-each projectile type should have an amount of damage, movespeed, area of effect, maximum range, missile&impact model[DONE]
-an array of debuffs
-different damage to different types of units (structures light etc) [DONE]
-missile explodes at the first target it hits, [DONE]
-collides with walls [DONE]
[should have:
-cannonball spread (so a certain angle in which the projectiles can be fired,[DONE]
-reduced by an attribute of the hero) [DONE]
-one of the projectiletypes should home in on a target once its getting close to one; one should hit all enemies and ignore obstacles in range
-chance for a critical hit(2x damage) based on one of the casters attributes (that attribute should also increase the energy reduction of a missile) { formula:critical hit chance on NPCs: 0.05 + 0.0006 * Attribute2 }[DONE]
-reduced chance that an incoming missile is a critical hit based on an other attribute (chance to critical hit a normal unit is only based on the casters attribute) that attribute also decreases the amount of energy reduced by a missile hit { formula:critical hit chance on Players: ((0,85*Castersattribute2)/(Castersattribute2+1,8*targetsattribute1))-0,1 if (result<0){result=0.05;} } [DONE]
the ability should only check 3 distinct slots of the inventory for items [DONE]
Not sure whether checking for inventory items is possible in data, and dynamic values based on things like attributes aren't possible, you'll need to use a workaround (triggers or a shitton of validators and different effects in a switch effect). The tutorial I mentioned above should cover everything else regarding colliding projectiles. (And to mention it again: Effect Instant abilities can fire projectiles. Use a Create Persistent to fire it at the right location (Negative Y offset is straight ahead))
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I've been trying to create an ability that makes a unit (currently an allied faction that cannot be controlled) follow another unit and reduce the speed of both of them while the one is following the other. If cancelled the secondary unit would be destroyed. The concept is the main unit hauling cargo from one point to another. Any ideas?
@Batomys: How far can you go on it? Start with an ability that affects a target. Create a Set effect that includes the Issue Order effect and the Apply Behavior effect that reduces speed. You can then create an instant ability thats avaiable to the main unit only when its affected by the behavior, this will be the cancel unit. When used it removes the behavior and kills the secondary unit.
I'm currently working on an FPS map and am trying to make an ability that targets wherever the crosshairs are so like if you use a grenade ability while looking at the ground it will go 1 unit but if you look up it goes 6? also i know its not the right section but if someone knew how to make crosshairs that would help too
I can't find any tutorials that are any help in making abilities, I'm just trying to make a directional sight ability, like a flashlight? I'm new and pretty clueless in the editor so anything really will help :P
I'm making a hero that can hold his own against a deathball, I want him to be able to cast a self healing ability. Effects: Costs 200 energy, Restores 1500 health, Restores 250 energy, 5:00 min. cooldown, Target is only the caster, Instant, click the button and it's done,
Would that be too complicated?
@TheWhiteWeasel: Go
Thats ridiculously easy :P and I have no idea what I'm doing. This tutorial http://www.sc2mapster.com/forums/resources/tutorials/11851-data-introduction-to-ability-creation/ can explain how to do all of that. Instead of costing 200 energy and giving 250 just make it give 50 :P
@Nilsheam: Go
O god, it that only shows how much of a noob I am, but every ones' got to start somewhere. I can understand the first few paragraphs, but I really can't make heads or tails of it. =( If possible I need a video tutorial because I really don't know what I'm doing.
@TheWhiteWeasel: Go
no idea :P i followed that and made some stuff. Just use that to get familiar with the system then play around... Unfortunately my ability is a bit harder ;D
Hi everyone ...
I am making an RPG map, with heros and abilities ETC.
I taught about an "mind break" ability to add to everyone. The goal is simple : you can break weaker or equal level mind opponents ... I'm still working on the concept, and i have no idea how to do that with the editor.
Any help is welcomed, if you have any ideas to get the concept more interesting and challenging (not too easy), or if you just can tell me how to make it on the editor !
Hi, I'd like you to help me on making an ability. I've got an imported unit from here: Adjutant Ghost, and I want to give her an ability which calls the Hyperion ( a modified one with less damage and untargetable, uncommandable, etc.) and issue it to attack to 3 random points, and then lauch 4 Yamato attack (the special one from Hyperion) in 4 random points (of course another weaker version of it). I'd like that attacks from the modified Hyperion be complete (the full amount of periods). I've got the modified Hyperion with modified attack and Yamato but I don't know what to do now. I'd like the Hyperion to drop like the air mercs from the Merc Compound, and then starting the attacks.
Thank you very much :)
@TheSC2Maniac: Go
I won't go into detail on how to do this, but I will tell you what to do. Look up tutorials if you aren't sure.
For the dropping effect, create a persistent. Set the z offset to 20. Set the height of the unit you are dropping to 20. Create the unit with the persistent. Modify the unit to drop 20 - (the desired ending height) units.
As for the random targeting, I would personally get the random data from triggers. But you can also use persistent, in which you create a bunch of possible x and y offsets. Set the flag "random offset" to enabled. Then create the effect at that offset value. Then in actors, set the ending beam actor location to be location of the effect, and anything else you might want.
Great to be back and part of the community again!
Hi I've got a request. I've got a unit which has an ability which launches up to 20 missiles to random offsets in area but when units are damaged they run to me. I know thet its for notification flag but I don't whant to disable it. I'd like to know if theres a way on applying a stun debuff to every units in that area for the duration of the attack (or a bit more, in my case 12 seconds).
Hi all, I'd like help either creating this ability (so I could then make the tutorial) or a link to an existing tutorial. I want to make an ability that makes the caster run from where he is to the targeted location (within a range, that white circle thing) knocking all enemy units out of the way and damaging them in the process. I have followed the tutorial on here on creating a ground pound ability (which is basically another ability I needed) and I figure I can apply a similar effect to the unit as he is charging, but I can't figure out how to make him actually charge.
Thanks, sharf.
Hello all who read this, i have a question regarding a non-target ability, now from what i have been able to find this seems to have either a very easy solution or a very difficult one because i have not been able to find any information about it.
I want to create a simple ability which when used shoots a projectile straight forward from the caster and damages anything in its path, i can really only begin to guess at how this would be done because all the abilities i look at are either targeted, targeted to a point or aoe around the caster.
If anyone could help me with this i would greatly appreciate it.
@sharf224: Go
You'll want to use either an "Issue Order" effect telling the caster to move to Target Point, or you can use a Launch Missile Effect to "shoot" the caster at target point (Possibly better as I believe it'd allow him to bypass pathing/collision issues). Here's a tutorial for the latter: http://www.sc2mapster.com/forums/general/general-chat/37616-tutorial-demo-1-5-alpha-launch-missile-effect-to-create/
@Drakewyvern2: Go
http://www.sc2mapster.com/forums/resources/tutorials/17154-data-colliding-projectiles/
Look at that. I think the "Ion Saw" is the one that passes through units. But those tutorials in general uses missiles that aren't targetted at units directly.
Thanks TheAlmaity but thats not quite what i was looking for, i want an instant effect ability that requires absolutly no targeting, not even clicking the ground to choose the direction to fire in, i just want to be able to use the ability and it shoots straight forward. I wish i could give an example i think the closest thing i can think of would be the hybrids constricting slime which fires in an aoe around the target, i would like an instant ability effect which shoots a projectile in 1 direction straight ahead. i was told this could be done i am just hoping someone who reads this knows how.
@Drakewyvern2: Go
Same method as in the tutorial. Just make it an Effect-instant ability. If I remember right, the tutorial doesn't need targetting - The part where the player targets is only there so that the unit turns into the right direction before firing.
In his tutorials there is an effect he calls "initial" that is of type "Create Persistent", that effect does the actual targetting. You'll see he gives it an offset of -10 in Y - That's the point that is being targetted. If you want to change the distance the missile travels, thats the value you change. This target is chosen based on unit facing, and as I said before, the only reason there is a target phase for the spell is to make the unit turn in the right direction - The point you click on has no other direct relation to what happens with the effects.
Sorry if i keep doing it wrong but i made the effect instant in his map and i kept getting an error message must target unit and then i tried to change anything in the effects which required a target or target point and got the same error message.
I figured it out somewhat although it still needs alot of adjustments.
Sooo i need the same thing as drake, but quite a bit more complicated:
An ability that must have:
-is castable while moving [DONE]
-does not require a target or aiming [DONE]
-fires a missile in a certain direction, based on the casters facing direction [like left, front etc] [DONE]
-checks the inventory for certain items [DONE]
-in specific slots[DONE]
-and fires an specific amount(based on the stacksize) of projectiles[DONE]
-of a certain type (specified by the item type)[DONE {Probably :)}]
- the projectile should not follow terrain deformation [STUCK]
-applies debuff/extra critical damage if critical hit/different amounts of dmg/chain lightning on impact/pulls the enemy hit in/ignores armor etc
-each projectile type should have an amount of damage, movespeed, area of effect, maximum range, missile&impact model[DONE]
-an array of debuffs
-different damage to different types of units (structures light etc) [DONE]
-missile explodes at the first target it hits, [DONE]
-collides with walls [DONE]
[should have:
-cannonball spread (so a certain angle in which the projectiles can be fired,[DONE]
-reduced by an attribute of the hero) [DONE]
-one of the projectiletypes should home in on a target once its getting close to one; one should hit all enemies and ignore obstacles in range
-chance for a critical hit(2x damage) based on one of the casters attributes (that attribute should also increase the energy reduction of a missile) { formula:critical hit chance on NPCs: 0.05 + 0.0006 * Attribute2 }[DONE]
-reduced chance that an incoming missile is a critical hit based on an other attribute (chance to critical hit a normal unit is only based on the casters attribute) that attribute also decreases the amount of energy reduced by a missile hit { formula:critical hit chance on Players: ((0,85*Castersattribute2)/(Castersattribute2+1,8*targetsattribute1))-0,1 if (result<0){result=0.05;} } [DONE]
the ability should only check 3 distinct slots of the inventory for items [DONE]
Not sure whether checking for inventory items is possible in data, and dynamic values based on things like attributes aren't possible, you'll need to use a workaround (triggers or a shitton of validators and different effects in a switch effect). The tutorial I mentioned above should cover everything else regarding colliding projectiles. (And to mention it again: Effect Instant abilities can fire projectiles. Use a Create Persistent to fire it at the right location (Negative Y offset is straight ahead))