if found then stick to the enemy yes, but now i am testing it without that option, because it looks better. The damage happening in the lighting hits anyway, and the aura protects paladin from melee attackers (like force field).
i actualy realy like a lot that they added yellowish effects and textures. FeelsGoodMan.
I didn't use kinetics because i just found out about it today. I just changing the host of orbs from caster to missile back and forth. For missiles i used custom "swirl" mover, also i just redirect missiles back after they reach certain distance from caster.
The thing i'm always trying to achieve is to make things right, using as minimum data objects as possible, for example for orbs i'm using just one actor object (just with different SOpRotators) and handle them from within ActorList. I used to think that for such kind of ability i would need 4 x missile objects, 4 x LaunchMissile effects, etc, etc. But the second ability using just one action actor and one launch missile effect for the 4 orbs. That is a beauty of separation the gameplay mechanics from visual effect representation. Once i learned actor referencing i drasticaly cut down the ammount of data junk needed for my stuff.
for example i revised my old ability from 2012 when i learned more about ActorLists and references and now i'm using just 1 beam actor object and 1 vertex actor for making this abil:
The trick is to have one main actor (controller) that will handle the process and work as connector between ability effects (gameplay) and other actors (visuals)
Also what i realy like for making visuals is the use of TextureSelectedById with effect models. For example you won't find the storm ball model from this altar in starcraft assets, but it is also not imported!
i just swapped few textures of default models and it looks completely different! You can also set texture to black.dds to hide unwanted parts of effect which is amazing. I realy like this editor sandbox more than actual game :D
I realy like this editor sandbox more than actual game :D
Your work gives me the impression of you as a person who would greatly benefit from unity, because it's 10x times sandboxier. I can see how far can you go with your insatiable passion for deep experiments and the ability to overrun any issues and achieve anything you want. You look like a hitler commanding snowball attack on a snowcastle, or like Gaudi playing with those huge baby lego pieces, or like a Da Vinci, who only have dead frog bodies to dissect.
Well, you can watch in this map, but reading the data there is on brutal difficulty.
So, When trying to see whats going on pay attention to "ChillingGhostCenter" (that is controller), "ChillingGhostVertex" and "ChillingGhostVertexMover".
The idea is to create beam star and spread out it's vertexes to a certain scale using mover per each vertex. Then, after movement is done, I need to reset vertex's hosts from mover to the destination site and launch rotation.
So i creating the sites which are the destination for vertexes first (the implied size of star). The sites' host is center which we will rotate later. As you see i used rotators with rate 0 just to properly form a star (which can now be done with "AddYaw" message instead). Then i create mover in center point and set it as a host for vertex, and start movement. After the vertex reach destination actor, i reset it's host from mover to destination and launch actual rotation of destination actors by using "HostSiteOperationSet" message in "ChillingGhostCenter" actor.
As you see i used "Cap" term for this event, because the signal about mover arrival comes from x5 vertexes.
............................ -_- not sure if that was helpful.
Besides that, the funny thing that this can also be done simplier since LotV release, because of new "AddYaw" message and new and amazing "Persistent Offset" SiteOp. So i can even cut the multiple rotators now and use just one.
I got more out of this than I thought I would. I really appreciate you posting it and your description. This is much more complex than anything I think I would ever attempt, but one can never know enough about actors!
Its kind of old one but the terran's abilities i'm working on for now looks not so pretty, so whatever.... Also completely remade from scratch using new actor toys from 3.0.0, swapped few textures for better look and used nice impact model from LotV. Now using only one rotator, one orb actor, and one launch effect for all 3!
gameplay: Gives a mage energy weapon that increase damage by % and add area of effect to basic attacks. Scalable with attack speed buffs.
(static shield) gives + armor and chance to trigger electric shockwave that suppress enemy weapons for a few seconds. The chance to activate per hit equals 2% per each active attacker. So if 5 units firing at caster it has 5*2=10% chance to trigger shockwave.
The model used actualy is disruptor orb explosion, originaly orange. I swapped almost every texture on that model (texture select by id) and now it looks like imported :F
}
Kind of old but improved with new ground splat model from LotV, also with texture swap. Has 2 augments: Increase armor or attack speed while healing.
Just got some time to have a look in LotV resources
Pretty actors. Is the effect itself just a simple aoe like psi storm, or do those beam thingies search for enemies and do the damage?
if found then stick to the enemy yes, but now i am testing it without that option, because it looks better. The damage happening in the lighting hits anyway, and the aura protects paladin from melee attackers (like force field).
i actualy realy like a lot that they added yellowish effects and textures. FeelsGoodMan.
@abvdzh: Go
Cool what are the models you used
<Click Here> To See My Epic Single Player Campaign (LifeForceCampaign.com)
well it looks nice, but what does it do? o.o
Some dark magic (deals damage and heal upon return):
Cool. Looks like something a tal darim high templar would do.
Nice shit! Got something trickeir? Something people would ask with wide open eyes "how the fuck did you manage to do that"?
@Zolden: Go
I THINK he has used the new kinetic effects for the orbs.
@Zolden: Go
basicaly i like to create stuff that feels good when i press the button. I don't engage over-complicated setups.
@TheSC2Maniac: Go
I didn't use kinetics because i just found out about it today. I just changing the host of orbs from caster to missile back and forth. For missiles i used custom "swirl" mover, also i just redirect missiles back after they reach certain distance from caster.
The thing i'm always trying to achieve is to make things right, using as minimum data objects as possible, for example for orbs i'm using just one actor object (just with different SOpRotators) and handle them from within ActorList. I used to think that for such kind of ability i would need 4 x missile objects, 4 x LaunchMissile effects, etc, etc. But the second ability using just one action actor and one launch missile effect for the 4 orbs. That is a beauty of separation the gameplay mechanics from visual effect representation. Once i learned actor referencing i drasticaly cut down the ammount of data junk needed for my stuff.
for example i revised my old ability from 2012 when i learned more about ActorLists and references and now i'm using just 1 beam actor object and 1 vertex actor for making this abil:
The trick is to have one main actor (controller) that will handle the process and work as connector between ability effects (gameplay) and other actors (visuals)
Playing Hearthstone now, so not :D -_-
@abvdzh: Go
Dammmmmmmmmm I like that!
Also what i realy like for making visuals is the use of TextureSelectedById with effect models. For example you won't find the storm ball model from this altar in starcraft assets, but it is also not imported!
(seems lag, direct link: http://giphy.com/gifs/xTka04zvQJmrlmpmwM)
i just swapped few textures of default models and it looks completely different! You can also set texture to black.dds to hide unwanted parts of effect which is amazing. I realy like this editor sandbox more than actual game :D
Wow, these are absolutely incredible! Are they for a particular game you're working on or just for fun?
If you're able to post any of these I'd be very grateful! My actor work could always be more efficient!
Your work gives me the impression of you as a person who would greatly benefit from unity, because it's 10x times sandboxier. I can see how far can you go with your insatiable passion for deep experiments and the ability to overrun any issues and achieve anything you want. You look like a hitler commanding snowball attack on a snowcastle, or like Gaudi playing with those huge baby lego pieces, or like a Da Vinci, who only have dead frog bodies to dissect.
@JacktheArcher: Go
Well, you can watch in this map, but reading the data there is on brutal difficulty.
So, When trying to see whats going on pay attention to "ChillingGhostCenter" (that is controller), "ChillingGhostVertex" and "ChillingGhostVertexMover".
The idea is to create beam star and spread out it's vertexes to a certain scale using mover per each vertex. Then, after movement is done, I need to reset vertex's hosts from mover to the destination site and launch rotation.
So i creating the sites which are the destination for vertexes first (the implied size of star). The sites' host is center which we will rotate later. As you see i used rotators with rate 0 just to properly form a star (which can now be done with "AddYaw" message instead). Then i create mover in center point and set it as a host for vertex, and start movement. After the vertex reach destination actor, i reset it's host from mover to destination and launch actual rotation of destination actors by using "HostSiteOperationSet" message in "ChillingGhostCenter" actor.
As you see i used "Cap" term for this event, because the signal about mover arrival comes from x5 vertexes.
............................ -_- not sure if that was helpful.
Besides that, the funny thing that this can also be done simplier since LotV release, because of new "AddYaw" message and new and amazing "Persistent Offset" SiteOp. So i can even cut the multiple rotators now and use just one.
@Zolden: Go
:D
@abvdzh: Go
I got more out of this than I thought I would. I really appreciate you posting it and your description. This is much more complex than anything I think I would ever attempt, but one can never know enough about actors!
Its kind of old one but the terran's abilities i'm working on for now looks not so pretty, so whatever.... Also completely remade from scratch using new actor toys from 3.0.0, swapped few textures for better look and used nice impact model from LotV. Now using only one rotator, one orb actor, and one launch effect for all 3!
gameplay: Gives a mage energy weapon that increase damage by % and add area of effect to basic attacks. Scalable with attack speed buffs.
some simple but fun terran abils ._.
Kills stuff
(static shield) gives + armor and chance to trigger electric shockwave that suppress enemy weapons for a few seconds. The chance to activate per hit equals 2% per each active attacker. So if 5 units firing at caster it has 5*2=10% chance to trigger shockwave.
The model used actualy is disruptor orb explosion, originaly orange. I swapped almost every texture on that model (texture select by id) and now it looks like imported :F
}
Kind of old but improved with new ground splat model from LotV, also with texture swap. Has 2 augments: Increase armor or attack speed while healing.
made with data only.
Dammmmmmmm Amazing love them all. Great work with those effects!
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