[Edit]: For the time being, I'm closing this thread. I've recently been able to spend very little time with the editor and am already helping quite a few people with their projects + managing my own.
Okay, let me start off by saying I'm not normally confident enough in my skills to call myself a 'master' in these fields, but I'm good enough to perform nearly any task. I knew the Warcraft Editor back to front and could do things that many people had told me were impossible without JASS scripting. In the Starcraft editor, I've managed to create a full game on my own (data, triggers, etc;) and my Third Person Shooter System, which I made during the beta, is still the most detailed and customizable system I've seen for third/first person shooters created with the Starcraft II editor.
Also...'for hire' doesn't actually mean I wish to get paid :P. This is free help.
Anyways, that's enough of selling myself for the time being ^_^. I'm here to offer my services to anybody who wants them. I'm not looking to actually join a team. What I'm looking for is basically Asset requests, where somebody asks me to make a certian ability, library, etc; and I make it and post it for everybody to use. I'd like a real challenge. Something like designing a turn based combat library or something...
Ideally, I'd like the requests to be useful for a large audience instead of being really esoteric. Something like the aforementioned library could help many people with their games once posted. So drop a suggestion and if I feel its something people will get alot of use out of, I'll trigger or data edit it.
Here are my strengths:
Anything triggered (I don't use Galaxy Script, just the GUI)
Anything in the Data editor except for Movers (I can do most Actor related tasks, though some functionality there eludes me)
Weaknesses and things I won't do:
I will not create Terrain for anybody. I can occassionally pull off nice terrain, but its rare and definitely one of my weaknesses.
No custom Movers. I can use existing Movers to make abilities and such, but making a mover do something really specific (like making a crow dive bomb a marine or something) would likely be beyond me since I haven't experimented with them yet.
No custom model or texture requests. Normally I wouldn't have a problem with little requests like these, but I currently lack software that can edit SC2 models. For the time being, I can only perform tasks that use the editor exclusively.
Thanks for reading my post. I hope you have something fun and challenging for me :).
I can attach models to one another, including things like the Uberlisk, which involve attachments that have their own attacks. In my Formation Defense game, I actually created a unit that was a Marauder with two tentacles growing out of his shoulders. With an ability, three more would sprout.
I can use Site Operations (although the Movers and Explicit Rotation Site Ops seem to have some issues...I think there are bugs with those, not just me having trouble), but I can use rockers, offsets and so on without any difficulty.
i have one data task that has eluded me thus far. I am highly capable data editor and my partner is highly capable trigger editor.
In our map we have an enemy unit called a "face hugger". It will be either a swarmling model or a custom imported WoW model (cryptfiend which is available in the WoW model request thread). The face hugger should obviously run to its target enemy and leap onto their face. Once it attaches to a marine it disables (move, attack, abilities) the marine entirely and does periodic dmg (25) to the marine. This persists until the hugger is killed by other marines.
I have made the hugger unit, actor, model, weapon (dmg only). But I have been struggling with how to create the disable behavior on the marine and have it removed when the hugger dies. Also, and most importantly, I have not figured out how to have the hugger attach to the targets head in an vertical alignment while it "attacks". If you can help me with this, I would be very appreciative and probably mention you in map credits.
The solution could be done in data or triggers but I would much prefer data solution.
Disabling the abilities until the hugger dies is easy. What's more difficult is the actual effect you are trying to create. Can the hugger detach itself, or is it permanently stuck on the marine once it's attacked?
[Edit]: Got exactly what you want. A few final touches and I'll attach it to this post.
[Edit 2]: Done for ya. You'll have to play with it some more to allow the hugger to be shot off, but I nailed the look. I used one trigger to maintian team colours, simply because it's easier than using Data and I don't know what your map entials. If your zerg are always one team colour and your marines are only ever one team colour, then you could easily do that through the data editor. If you are still having trouble with Removing the hugger, let me know and I can cntinue to work on it.
I actually have a small request for you now. I think this ability has a lot of potential and would like to have permission to alter it a bit and put it in the 'assets' section of this site (they accept abilities, right?). I won't do it without your permission, since you came up with the idea and it gives people an early look at one of your game mechanics. It's up to you, but I'd love to take this further and share it.
[Edit 3]: I actually tinkered more and did the whole attack for you. See the new map below.
Disabling the abilities until the hugger dies is easy. What's more difficult is the actual effect you are trying to create. Can the hugger detach itself, or is it permanently stuck on the marine once it's attacked?
I agree applying the behavior to disable the marine is ofc simple. To answer the ? about permanently stuck. The hugger would first run to its victim then attach and do dmg periodically, if the hugger dies (other units shooting it) then the marine is freed and regains his normal status. However, if the marine dies first, then the hugger would move on to its next victim and repeat.
Off the top of my head, I would try an approach similar to what Blizzard did with the Reaper. Create a missile model that looks exactly like the Face Hugger. Create a custom Mover (sorry can't help with this, but through experimentation you may be able to get t to work) that makes it 'leap' upwards and finish its attack in a vertical position. When the hugger starts its attack, make it commit suicide and give it the Electrocute death type for the Suicide Damage Effect. In its main actor, change the model for Electrocute death animaitons to be Invisible.
I have never looked at how the reaper works, perhaps I should. The custom mover shouldnt be a problem because I have made several complex movers already in my map and would even be willing to help you learn them if needed. Although I should say I learned movers from Prozaic's tutorial and then just practicing modifying them on my own. I follow everything you're saying about death actors and suicides and all.
Next, make sure the weapon fires the missile that looks like the hugger. Finally, upon impact, create a third actor (Model > Model Addition) that looks like the hugger and give it an Explicit Rotation so it's vertical. Make sure its Host settings and whatnot are assigned to a Marine and the Host Site Operations are set to SOpAttachHead.
smart solution and I was pretty much thinking this same thing but hadnt considered the missile part, still with you at this point, just create the model addition actor and have it created on the host when the "hugged" behavior is on.
That should make it look good. However, you'll have problems with the fact that it's simply an actor with no health...To solve that, I would use a behaviour (which is added to the marine upon being attacked) which disables all his abilities and suppresses Attack and Movement. Give it a shield (or additional health) and change its owner to an enemy. Once its health goes low enough or its shield are zero, remove the buff and return it to its original team. There may be other ways to make allies target it without needing to change the unit's owner, but I'm not sure.
i like this part, this is very creative and I had never come close to thinking of this. My thoughts are to add shield with the current hp of the hugger when it suicided (using a trigger I assume) to the "hugged" marine. Then use a Modify Unit type effect for the periodic hp dmg on the marine because this will bypass the shield. Changing the owner to an enemy to allow allies to attack is clever, but my only concern is how to perfectly change the ownership back to ally (and prevent hp dmg) when the shield is consumed. This is for a survival type map and every little hp on your marine is critical so accidental friendly fire would be a travesty.
There's probably a better way to do that, but its the first thing I thought of. The Data Editor is great for combining character models and actors, but combining two units that keep their own allegiances and health bars may require 'cheating' (like changing the Marine's owner for a time). I'm going to experiment a bit with the actual effect of attaching a zergling (I know you aren't using a zergling, but it's the same basic steps) to a marine's head and let you know what I come up with.
[Edit]: Got exactly what you want. A few final touches and I'll attach it to this post.
[Edit 2]: Done for ya. You'll have to play with it some more to allow the hugger to be shot off, but I nailed the look. I used one trigger to maintian team colours, simply because it's easier than using Data and I don't know what your map entials. If your zerg are always one team colour and your marines are only ever one team colour, then you could easily do that through the data editor. If you are still having trouble with Removing the hugger, let me know and I can cntinue to work on it.
Thank you, I havent looked at the map file yet, but will do so immediately. I will post some feedback when finished.
I actually have a small request for you now. I think this ability has a lot of potential and would like to have permission to alter it a bit and put it in the 'assets' section of this site (they accept abilities, right?). I won't do it without your permission, since you came up with the idea and it gives people an early look at one of your game mechanics. It's up to you, but I'd love to take this further and share it.
Let me know what you think of it :).
I have no objection to you posting this as an asset although I would wait until you are satisfied that its refined enough (remember i havent opened the test map yet to see). This is not my original concept by a long shot so I would never claim ownership of the idea. I love this site and community because of how open and helpful the people can be.
Excellent! Well, while you were posting that, I uploaded a second version of it actually, which is alot more refined. The only thing left out, which I figure you can do is returning the hugger to its normal state after the ability is done (assuming it's alive).
ok i am a little unsure of which version i have. Did u change the filename at all? I guess I will just redownload it and look at the freshest one. What changes did u make or 1 specific change i can look for.
The unit doesn't have shields in the newer one. I actually left the zergling and marine as two seperate entities, with two seperate health bars. That also means the Team Colour trigger isn't necessary anymore.
ok i had the current one. This looks great so far. I will dig into this in the next few hours but I am being called away from the editor for something at the moment. I will post more later.
I've been messing around with it more and it is now a) limited to one zergling per target and b) capable of giving you back control of the zergling after it's killed its target. I'm not sure what else can be done with it. It would be neat if it could jump from one target to another, but it would probably be a nightmare to incorporate (maybe not...I may look into it) and it would be nice if it had a better mover, which gives it the look of a more natural jump. Any other ideas?
[Edit]: Improved the jump and altered some other things. I'm gonna throw it in the Assets section now.
Would it be possible to make an ability for a siege breaker tank that causes it to stop and morph into its siege mode then the player has to pick at area to bombard. I had a look at the odin barrage ability and got it to sort of work on my tank. I just cant for the life of me get it to morph heh.
Yeh i want the tank to be able to morph and cast a barrage type ability from long range like the odin and ive only just scratched the surface of editing the actor events. Still gives me a headache :) Also would be nice if the ability takes like 6 seconds to use and cant be cancelled so the tank is vulnerable to enemy attack. To make the attack a bit more intersting maybe have missiles launch from the tank and bombard the area targeted.
Really sorry it's taken me so long to respond. I've been really busy over the last few days :S.
I've made a map with your tank ability. You weren't very specific with what you desired in terms of effects, but it gives you an example of the actor events you'll need and has an uninteruptible morph an animation at the start and finish. It's simple, but you should be able to customize that into the ability you want. The turret will always look a little awkward at the start and finish, since you can't attach turrets to abilities. So far as I know, making that transition smoother is impossible, but you never know, you might be able to work something out with some more experimentation.
1. Looking at it once I'm done that tank (shouldn't take long).
2. Difficult. There are only three possible ways to go about that;, the best probably being Validators. I'll look into it.
Check out my "Comprehensive Squad System" thread in the Project Workplace forum (or check out the link in my sig). I'm already doing one of them ;).
As for the keys, I imagine it could be done fairly simply, but it feels like busywork that won't serve a purpose :P. At least until Blizzard fixes the resonse times for mouse and keyboard events, at least. I have been following those threads though, and if I see one that catches my interests, I'll jump in.
1. Looking at it once I'm done that tank (shouldn't take long). 2. Difficult. There are only three possible ways to go about that;, the best probably being Validators. I'll look into it.
First of all: thanks, that's super duper nice of you
Second of all: actually, I solved #1 on my own, you can skip it.
As for #2, it would be enough to just have a way to limit the area in which units that are attack-moving search for targets.
(This is because in my map all units are moving along a grid and all possible targets are static so as long as the "aggro range" is less than 0.9, the only way these static units could enter it is if the attacker moved towards it. Should an attacker walk next a static unit, the "aggro range" would barely be out of range when at its closest to said static unit)
However I guess the "only scan in front of you" version is more of a challenge to you. Or maybe not. One would think it would be easy to change the aggro range of a unit, but I've found no such value in the data editor :S
Changing the aggro range of a unit is actually really easy. Took me a while to find the value my first time too (it's hidden quite well). Go into the Data Editor and go to the Weapons tab. Go to the weapon you want to limit the aggro range of and set "Minimum Scan Range" to your desired aggro range.
Limiting a unit to attacking straight ahead is incredibly difficult without changing sight radius or something as well, so the aggro range alternative is probably for the best.
[Edit]: For the time being, I'm closing this thread. I've recently been able to spend very little time with the editor and am already helping quite a few people with their projects + managing my own.
Okay, let me start off by saying I'm not normally confident enough in my skills to call myself a 'master' in these fields, but I'm good enough to perform nearly any task. I knew the Warcraft Editor back to front and could do things that many people had told me were impossible without JASS scripting. In the Starcraft editor, I've managed to create a full game on my own (data, triggers, etc;) and my Third Person Shooter System, which I made during the beta, is still the most detailed and customizable system I've seen for third/first person shooters created with the Starcraft II editor.
Also...'for hire' doesn't actually mean I wish to get paid :P. This is free help.
Anyways, that's enough of selling myself for the time being ^_^. I'm here to offer my services to anybody who wants them. I'm not looking to actually join a team. What I'm looking for is basically Asset requests, where somebody asks me to make a certian ability, library, etc; and I make it and post it for everybody to use. I'd like a real challenge. Something like designing a turn based combat library or something...
Ideally, I'd like the requests to be useful for a large audience instead of being really esoteric. Something like the aforementioned library could help many people with their games once posted. So drop a suggestion and if I feel its something people will get alot of use out of, I'll trigger or data edit it.
Here are my strengths:
Weaknesses and things I won't do:
Thanks for reading my post. I hope you have something fun and challenging for me :).
@wingednosering: Go
How are you with actor attachments (via data)?
:D
@PirateArcade | I make games | Ask me things on Discord
I can attach models to one another, including things like the Uberlisk, which involve attachments that have their own attacks. In my Formation Defense game, I actually created a unit that was a Marauder with two tentacles growing out of his shoulders. With an ability, three more would sprout.
I can use Site Operations (although the Movers and Explicit Rotation Site Ops seem to have some issues...I think there are bugs with those, not just me having trouble), but I can use rockers, offsets and so on without any difficulty.
i have one data task that has eluded me thus far. I am highly capable data editor and my partner is highly capable trigger editor.
In our map we have an enemy unit called a "face hugger". It will be either a swarmling model or a custom imported WoW model (cryptfiend which is available in the WoW model request thread). The face hugger should obviously run to its target enemy and leap onto their face. Once it attaches to a marine it disables (move, attack, abilities) the marine entirely and does periodic dmg (25) to the marine. This persists until the hugger is killed by other marines.
I have made the hugger unit, actor, model, weapon (dmg only). But I have been struggling with how to create the disable behavior on the marine and have it removed when the hugger dies. Also, and most importantly, I have not figured out how to have the hugger attach to the targets head in an vertical alignment while it "attacks". If you can help me with this, I would be very appreciative and probably mention you in map credits.
The solution could be done in data or triggers but I would much prefer data solution.
Disabling the abilities until the hugger dies is easy. What's more difficult is the actual effect you are trying to create. Can the hugger detach itself, or is it permanently stuck on the marine once it's attacked?
[Edit]: Got exactly what you want. A few final touches and I'll attach it to this post.
[Edit 2]: Done for ya. You'll have to play with it some more to allow the hugger to be shot off, but I nailed the look. I used one trigger to maintian team colours, simply because it's easier than using Data and I don't know what your map entials. If your zerg are always one team colour and your marines are only ever one team colour, then you could easily do that through the data editor. If you are still having trouble with Removing the hugger, let me know and I can cntinue to work on it.
I actually have a small request for you now. I think this ability has a lot of potential and would like to have permission to alter it a bit and put it in the 'assets' section of this site (they accept abilities, right?). I won't do it without your permission, since you came up with the idea and it gives people an early look at one of your game mechanics. It's up to you, but I'd love to take this further and share it.
[Edit 3]: I actually tinkered more and did the whole attack for you. See the new map below.
Let me know what you think of it :).
I agree applying the behavior to disable the marine is ofc simple. To answer the ? about permanently stuck. The hugger would first run to its victim then attach and do dmg periodically, if the hugger dies (other units shooting it) then the marine is freed and regains his normal status. However, if the marine dies first, then the hugger would move on to its next victim and repeat.
I have never looked at how the reaper works, perhaps I should. The custom mover shouldnt be a problem because I have made several complex movers already in my map and would even be willing to help you learn them if needed. Although I should say I learned movers from Prozaic's tutorial and then just practicing modifying them on my own. I follow everything you're saying about death actors and suicides and all.
smart solution and I was pretty much thinking this same thing but hadnt considered the missile part, still with you at this point, just create the model addition actor and have it created on the host when the "hugged" behavior is on.
i like this part, this is very creative and I had never come close to thinking of this. My thoughts are to add shield with the current hp of the hugger when it suicided (using a trigger I assume) to the "hugged" marine. Then use a Modify Unit type effect for the periodic hp dmg on the marine because this will bypass the shield. Changing the owner to an enemy to allow allies to attack is clever, but my only concern is how to perfectly change the ownership back to ally (and prevent hp dmg) when the shield is consumed. This is for a survival type map and every little hp on your marine is critical so accidental friendly fire would be a travesty.
Thank you, I havent looked at the map file yet, but will do so immediately. I will post some feedback when finished.
I have no objection to you posting this as an asset although I would wait until you are satisfied that its refined enough (remember i havent opened the test map yet to see). This is not my original concept by a long shot so I would never claim ownership of the idea. I love this site and community because of how open and helpful the people can be.
Excellent! Well, while you were posting that, I uploaded a second version of it actually, which is alot more refined. The only thing left out, which I figure you can do is returning the hugger to its normal state after the ability is done (assuming it's alive).
ok i am a little unsure of which version i have. Did u change the filename at all? I guess I will just redownload it and look at the freshest one. What changes did u make or 1 specific change i can look for.
@FahqueL: Go
The unit doesn't have shields in the newer one. I actually left the zergling and marine as two seperate entities, with two seperate health bars. That also means the Team Colour trigger isn't necessary anymore.
@wingednosering: Go
ok i had the current one. This looks great so far. I will dig into this in the next few hours but I am being called away from the editor for something at the moment. I will post more later.
Thanks again, this looks like a great start.
I've been messing around with it more and it is now a) limited to one zergling per target and b) capable of giving you back control of the zergling after it's killed its target. I'm not sure what else can be done with it. It would be neat if it could jump from one target to another, but it would probably be a nightmare to incorporate (maybe not...I may look into it) and it would be nice if it had a better mover, which gives it the look of a more natural jump. Any other ideas?
[Edit]: Improved the jump and altered some other things. I'm gonna throw it in the Assets section now.
http://forums.sc2mapster.com/resources/data-assets/16059-zergling-face-hug/
Would it be possible to make an ability for a siege breaker tank that causes it to stop and morph into its siege mode then the player has to pick at area to bombard. I had a look at the odin barrage ability and got it to sort of work on my tank. I just cant for the life of me get it to morph heh.
Yep, that can be done. So you basically want the Odin ability + a morph at the beginning and end? Have you experimented with actor events much?
@wingednosering: Go
Yeh i want the tank to be able to morph and cast a barrage type ability from long range like the odin and ive only just scratched the surface of editing the actor events. Still gives me a headache :) Also would be nice if the ability takes like 6 seconds to use and cant be cancelled so the tank is vulnerable to enemy attack. To make the attack a bit more intersting maybe have missiles launch from the tank and bombard the area targeted.
My two problems would be 1) The problem I present in this thread: http://forums.sc2mapster.com/development/triggers/16163-detect-when-a-unit-steps-on-another-unit/ (read my last post to get to the current problem) 2) A way to make units only scan forward for targets to attack (the regular Attack command)
Judge for yourself if these issues are universal enough for you to solve in this thread. I'm not making you :)
@oODoomieOo: Go
Really sorry it's taken me so long to respond. I've been really busy over the last few days :S.
I've made a map with your tank ability. You weren't very specific with what you desired in terms of effects, but it gives you an example of the actor events you'll need and has an uninteruptible morph an animation at the start and finish. It's simple, but you should be able to customize that into the ability you want. The turret will always look a little awkward at the start and finish, since you can't attach turrets to abilities. So far as I know, making that transition smoother is impossible, but you never know, you might be able to work something out with some more experimentation.
@FIRETRUCKEU: Go
1. Looking at it once I'm done that tank (shouldn't take long). 2. Difficult. There are only three possible ways to go about that;, the best probably being Validators. I'll look into it.
Why don't yo check Weekly Trigger Exercise? both 1st and 2nd are pretty "complicated", and might be a challenge for you :).
http://forums.sc2mapster.com/development/triggers/14837-weekly-build-the-trigger-1-key-hero/ http://forums.sc2mapster.com/development/triggers/15676-weekly-trigger-exercise-2-many-bodies-one-mind/
I've a lot of ideas for maps, may post something "difficult" later if you want some challenge, too :P.
@Lonami: Go
Check out my "Comprehensive Squad System" thread in the Project Workplace forum (or check out the link in my sig). I'm already doing one of them ;).
As for the keys, I imagine it could be done fairly simply, but it feels like busywork that won't serve a purpose :P. At least until Blizzard fixes the resonse times for mouse and keyboard events, at least. I have been following those threads though, and if I see one that catches my interests, I'll jump in.
First of all: thanks, that's super duper nice of you Second of all: actually, I solved #1 on my own, you can skip it.
As for #2, it would be enough to just have a way to limit the area in which units that are attack-moving search for targets. (This is because in my map all units are moving along a grid and all possible targets are static so as long as the "aggro range" is less than 0.9, the only way these static units could enter it is if the attacker moved towards it. Should an attacker walk next a static unit, the "aggro range" would barely be out of range when at its closest to said static unit) However I guess the "only scan in front of you" version is more of a challenge to you. Or maybe not. One would think it would be easy to change the aggro range of a unit, but I've found no such value in the data editor :S
Changing the aggro range of a unit is actually really easy. Took me a while to find the value my first time too (it's hidden quite well). Go into the Data Editor and go to the Weapons tab. Go to the weapon you want to limit the aggro range of and set "Minimum Scan Range" to your desired aggro range.
Limiting a unit to attacking straight ahead is incredibly difficult without changing sight radius or something as well, so the aggro range alternative is probably for the best.