So finished testing my flame kerrigan boss (Fierce Maiden XD) unit here is the result:
abilities:
1) Rain of Fire - 5 meteors deals 20 dmg and apply slow on impact. Slow works like WC3's shaman "Purge", - heavily slows at impact and then restore speed over time.
2) Flame Spiral - kinda shit shown in my ability show-off thread. Just huge DPS that you should avoid to step in.
3) Leap (Activates on 2/3 remaining health) - simple ability. Also stuns for 1.5 sec in area of impact.
4) Searing Hands (Activates on 1/3 remaining health) - instead of default melee attack, kerrigan uses this heavy DPS stream on a short distance.
A little demo I tried to replicate for the Flame Spiral. But dam I know it can be done better, I had to duplicate actors/effects to get the right launch/site corrections for beams. If there were more than 2+ beams, this would be a royal pain. I just don't really know how to do it xd. I know abv knows tho..
Another flaw is that the damage is cast by dummy caster. A simple work around, at least for me, would be using triggers - but I know adv does all of his stuff 100% data. Darn data purist - I can't stand it lol!
naah, youre doing pretty good. The main mistake in your map is that you should always CONTINUE EFFECT CHAIN of your ability. In your setup you basicaly lost the reference of caster unit because your effect chain that deals damage starts from behavior that runs on "Center" unit. And the initial effect chain stops at the point where this "center" unit is created.
This leads to issue where any damage modification buffs applied to your caster won't affect the damage of your ability (you can check it by applying damage buff on Colossus). Effect chain referencing (target of thit effect, caster of that effect, etc.) is almost as important as actor referencing. Blizzard specificaly for this reason adding fields like for example in Create Unit effect it is "Spawn Effect" from which you could continue effect chain. In "Teleport" effect it is field "Teleport Effect", etc. In your case you should use that "Spawn Effect" to "Create Connectors".
In my case i didn't use kinetics. Actualy while most of my stuff is original work, for that spiral movement pattern i sneaked into HotS XML and watched how blizzard did Johana's Blessed Hammer augment :{.
Here is the map in which i recreated this pattern a year ago and used as a starting point of my Flame Spiral abil. And yes i'm not duplicating data objects for each beam as you mentioned. Mostly because as i said i continue effect chain of ability and have all required references stored in it.
I kinda have full time job so the progress of any of my maps i'm trying to finish is pathetic, but i almost finished the map with some of my assets including variation of that dark magic spell you posted. I want to finish at least 6 data bosses and then i'll probably put this kind of template to anyone that could use it as a starting point for his RPG map. I'm currently trying to finish Brutalisk Zerg boss and i'll put my map in Data Assets so people will be able just add story and terraining (mb items too) and have a little coffebreak rpg. As i said i have very limited time working in editor lately and even when i do i mostly interested in advancing my data skills rather then finishing an actual map... LUL
Edit: ah, almost forget one. In this map below it is more just fixed orbit rather than spiral movement. To expand radius of orbit you should also increase speed periodicaly with a buff STACKS on the spiraling unit. (basicaly apply a stack of speed increasing buff every 0.0625 secs)
So finished testing my flame kerrigan boss (Fierce Maiden XD) unit here is the result:
abilities:
1) Rain of Fire - 5 meteors deals 20 dmg and apply slow on impact. Slow works like WC3's shaman "Purge", - heavily slows at impact and then restore speed over time.
2) Flame Spiral - kinda shit shown in my ability show-off thread. Just huge DPS that you should avoid to step in.
3) Leap (Activates on 2/3 remaining health) - simple ability. Also stuns for 1.5 sec in area of impact.
4) Searing Hands (Activates on 1/3 remaining health) - instead of default melee attack, kerrigan uses this heavy DPS stream on a short distance.
@msong7229: Go
lul thanks. I appreciate my work found some viewers :}
Do you plan on releasing any of these as well as some of your older stuff?
I really want to learn from your assets :).
I'm particularly interested in your Flame Spiral from this one, dark magic one, medic one.. actually nm I like them all but.. lol
I thought I did some cool stuff, but this actor stuff blows my mind and I haven't seen anything that on par with your stuffss...
Any more pro tips? Any stuff I should go look at?
that spinning fire of death is so awesome!! nicely done
A little demo I tried to replicate for the Flame Spiral. But dam I know it can be done better, I had to duplicate actors/effects to get the right launch/site corrections for beams. If there were more than 2+ beams, this would be a royal pain. I just don't really know how to do it xd. I know abv knows tho..
Another flaw is that the damage is cast by dummy caster. A simple work around, at least for me, would be using triggers - but I know adv does all of his stuff 100% data. Darn data purist - I can't stand it lol!
@msong7229: Go
naah, youre doing pretty good. The main mistake in your map is that you should always CONTINUE EFFECT CHAIN of your ability. In your setup you basicaly lost the reference of caster unit because your effect chain that deals damage starts from behavior that runs on "Center" unit. And the initial effect chain stops at the point where this "center" unit is created.
This leads to issue where any damage modification buffs applied to your caster won't affect the damage of your ability (you can check it by applying damage buff on Colossus). Effect chain referencing (target of thit effect, caster of that effect, etc.) is almost as important as actor referencing. Blizzard specificaly for this reason adding fields like for example in Create Unit effect it is "Spawn Effect" from which you could continue effect chain. In "Teleport" effect it is field "Teleport Effect", etc. In your case you should use that "Spawn Effect" to "Create Connectors".
In my case i didn't use kinetics. Actualy while most of my stuff is original work, for that spiral movement pattern i sneaked into HotS XML and watched how blizzard did Johana's Blessed Hammer augment :{.
Here is the map in which i recreated this pattern a year ago and used as a starting point of my Flame Spiral abil. And yes i'm not duplicating data objects for each beam as you mentioned. Mostly because as i said i continue effect chain of ability and have all required references stored in it.
I kinda have full time job so the progress of any of my maps i'm trying to finish is pathetic, but i almost finished the map with some of my assets including variation of that dark magic spell you posted. I want to finish at least 6 data bosses and then i'll probably put this kind of template to anyone that could use it as a starting point for his RPG map. I'm currently trying to finish Brutalisk Zerg boss and i'll put my map in Data Assets so people will be able just add story and terraining (mb items too) and have a little coffebreak rpg. As i said i have very limited time working in editor lately and even when i do i mostly interested in advancing my data skills rather then finishing an actual map... LUL
Edit: ah, almost forget one. In this map below it is more just fixed orbit rather than spiral movement. To expand radius of orbit you should also increase speed periodicaly with a buff STACKS on the spiraling unit. (basicaly apply a stack of speed increasing buff every 0.0625 secs)