I'm trying to develop a concept unit for a LotV idea, however I haven't done very much in the Galaxy Editor besides melee map making. So the Data editor is almost completely new to me.
Most or all of the tutorials I've found online either skip over what I'm looking for, or are so outdated that where they say to look/what to do has moved or changed so that I can't find it. So if someone who is familiar with the data editor as it is today can point me to where I need to be that'd be SUPER. I'm not trying to get anyone to do this for me, if you were worried about that, I'd like to learn it so I can do it myself for other ideas in the future. Also I'm totally gonna credit you all (whoever helps) if I'm ever able to get this working!
Here's what I'm trying to do: Create a weapon for my unit that shoots three projectiles (like a burst fire rifle) each time it fires. I also want there to be an upgrade that can make it so that it fires 4 projectiles instead of 3 per shot, WITHOUT increasing or decreasing the cooldown/fire rate of the weapon. I'm really unsure of how to actually go about doing it... If I should just make two weapons, one that it starts with, and one that unlocks with the upgrade? But I'm still trying to figure out how best to set up the triple damage (then quad damage). So far I'm having trouble setting up a triple damage effect. I'm trying to copy the way a Zealot, Colossus, or Viking, for instance, all damage twice, but I'm struggling to find that particular stat or variable to increase it to 3 or 4. I tried to
I'm going to keep trucking, as I'm sure I can get it on my own eventually. But if one of you fine, amazing, talented folks wanted to help an up and comer out I'd be mega super appreciative!
What you want is a Create Persistent effect. These effects can be set to run another effect after a delay or on a period (Periodic effect and periodic delay).
So for your triple damage, you would have a create persistent effect, with a period count of 3, a period of 0 (so they all happen at once) and a period effect of your damage effect.
Weapons are basically like any autocast ability that the unit can used automatously. How you setup this abilities greatly depends on what you want. To be clear if you want like a shotgun spread then you would want a persistent like arcane has mentioned with 0 period but mulitple effects or offsets. If instead you want something like a burst round/ salvo fire then a persisent with a longer period and single effect if what you want. Since this had basically the same structure i would look at projectile or collider missile tutorials which will help alot. Depending on which type of mover you use, a guidance mover will let you use offset to determine the impact point or home in on a unit as well as follow terrain height; a throw mover on the other hand requies mulitple movers instead of offsets in order to continue on their current direction and maintain a smoother/consistent terrain height. As for the upgrade depending on how you do it, in the most complex circumstance its easy enough to use a switch effect that checks the upgrade via a validator and uses either the 3 shot or 4 shot set/persistent.
I'm trying to develop a concept unit for a LotV idea, however I haven't done very much in the Galaxy Editor besides melee map making. So the Data editor is almost completely new to me.
Most or all of the tutorials I've found online either skip over what I'm looking for, or are so outdated that where they say to look/what to do has moved or changed so that I can't find it. So if someone who is familiar with the data editor as it is today can point me to where I need to be that'd be SUPER. I'm not trying to get anyone to do this for me, if you were worried about that, I'd like to learn it so I can do it myself for other ideas in the future. Also I'm totally gonna credit you all (whoever helps) if I'm ever able to get this working!
Here's what I'm trying to do: Create a weapon for my unit that shoots three projectiles (like a burst fire rifle) each time it fires. I also want there to be an upgrade that can make it so that it fires 4 projectiles instead of 3 per shot, WITHOUT increasing or decreasing the cooldown/fire rate of the weapon. I'm really unsure of how to actually go about doing it... If I should just make two weapons, one that it starts with, and one that unlocks with the upgrade? But I'm still trying to figure out how best to set up the triple damage (then quad damage). So far I'm having trouble setting up a triple damage effect. I'm trying to copy the way a Zealot, Colossus, or Viking, for instance, all damage twice, but I'm struggling to find that particular stat or variable to increase it to 3 or 4. I tried to
I'm going to keep trucking, as I'm sure I can get it on my own eventually. But if one of you fine, amazing, talented folks wanted to help an up and comer out I'd be mega super appreciative!
Kommatiazo
@Kommatiazo: Go
What you want is a Create Persistent effect. These effects can be set to run another effect after a delay or on a period (Periodic effect and periodic delay).
So for your triple damage, you would have a create persistent effect, with a period count of 3, a period of 0 (so they all happen at once) and a period effect of your damage effect.
@Kommatiazo: Go
Weapons are basically like any autocast ability that the unit can used automatously. How you setup this abilities greatly depends on what you want. To be clear if you want like a shotgun spread then you would want a persistent like arcane has mentioned with 0 period but mulitple effects or offsets. If instead you want something like a burst round/ salvo fire then a persisent with a longer period and single effect if what you want. Since this had basically the same structure i would look at projectile or collider missile tutorials which will help alot. Depending on which type of mover you use, a guidance mover will let you use offset to determine the impact point or home in on a unit as well as follow terrain height; a throw mover on the other hand requies mulitple movers instead of offsets in order to continue on their current direction and maintain a smoother/consistent terrain height. As for the upgrade depending on how you do it, in the most complex circumstance its easy enough to use a switch effect that checks the upgrade via a validator and uses either the 3 shot or 4 shot set/persistent.