So, I have been studying and learning the editor for roughly half a year, and I want to get involved in some projects. I've been thinking of some of my own, but the one that I was about to put most of my effort into, a third person shooter, stalled when I found out about the long input delay relating to triggers that use mouse used and key used.
Anyways, since it's so difficult to put together an idea that works with this editor, at the moment I would rather just help work on somebody else's already conceived idea.
So, please, let me know if you have anything that I can work on! I do not do terrain editing, but I am fairly well versed in the data editor and trigger editor. So far my favorite completed project was a marine with an assault rifle ability that was hooked up with a simple one or two line trigger to fire a continuous stream of projectiles at a target point, damaging units in the way. I've also tested my trigger editing with a grid system for a chess game.
I would love to do that! I pretty much just want an excuse to make more projectile abilities. I should warn you though, they will not work well if they are controlled by mouse clicks, due to the input delay. They work perfectly targeted at points or units set up as an attack or a target ability with a hotkey, though.
More information would be great, but all I really need to know is what you want.
Fireball: Launch a ball of fire towards a point, it explodes when reaching it's destination, after X seconds or when contacting an enemy unit or doodad. Explosion deals AoE damage and knockback.
Lightning Stream: After 1 second cast time, channel a brief stream of lightning towards a point, stops after X maximum distance or when contacting a unit or doodad. Has a strong single knockback but it's not AoE.
Can clarify further if needed?
Pretty basic, they can be made more in depth and cooler :)
Oh, forgot one important thing. Do you want me to stick to any particular dependencies, or should I take from all four?
Edit: I'm having trouble with the knockback on the fireball. Could be because the source unit is the fireball missile itself, which commits suicide upon hitting a unit.
Out of curiosity, how are you applying the knockback and damage for the fireball? I imagine a search area triggered by either impact or time, followed by a set of knockback + damage applied to each unit, finally followed by the projectile's eventual death either at the same time or at the "real" end of the effect?
So that I dont hijack this thread, just take a look at this tutorial: http://www.sc2mapster.com/forums/resources/tutorials/9021-data-force-effects-intermediate-difficulty/
If you don't know how to adapt that tutorial by changing the target locations and using persistent effects, you should learn how to use the basic effect types and behaviors first and how to link them together and so on to make complex effect chains.
Welcome to Sc2mapster! I recommend you check out the stickies in the general section, then look at the Mapster Mentoring thread (Tutorial section sticky), where you will find a lot of people willing to help you!
As a welcome gift, I hereby present you with the permission to buy us all a round of drinks!
You know what you should do? You should open up a Data Assets thread and take requests for data stuff. You could alternatively join a team, and that would be fine too.
So, I have been studying and learning the editor for roughly half a year, and I want to get involved in some projects. I've been thinking of some of my own, but the one that I was about to put most of my effort into, a third person shooter, stalled when I found out about the long input delay relating to triggers that use mouse used and key used.
Anyways, since it's so difficult to put together an idea that works with this editor, at the moment I would rather just help work on somebody else's already conceived idea.
So, please, let me know if you have anything that I can work on! I do not do terrain editing, but I am fairly well versed in the data editor and trigger editor. So far my favorite completed project was a marine with an assault rifle ability that was hooked up with a simple one or two line trigger to fire a continuous stream of projectiles at a target point, damaging units in the way. I've also tested my trigger editing with a grid system for a chess game.
Hi Wrath,
I could definitely use some projectile abilities like the one you created. Would be put to good, push your capabilities a bit and be much appreciated.
Can give more details about my project if interested.
Thanks
@Fullachain: Go
I would love to do that! I pretty much just want an excuse to make more projectile abilities. I should warn you though, they will not work well if they are controlled by mouse clicks, due to the input delay. They work perfectly targeted at points or units set up as an attack or a target ability with a hotkey, though.
More information would be great, but all I really need to know is what you want.
Currently 2 abilities we can go from there.
Fireball: Launch a ball of fire towards a point, it explodes when reaching it's destination, after X seconds or when contacting an enemy unit or doodad. Explosion deals AoE damage and knockback.
Lightning Stream: After 1 second cast time, channel a brief stream of lightning towards a point, stops after X maximum distance or when contacting a unit or doodad. Has a strong single knockback but it's not AoE.
Can clarify further if needed?
Pretty basic, they can be made more in depth and cooler :)
@Fullachain: Go
Oh, forgot one important thing. Do you want me to stick to any particular dependencies, or should I take from all four?
Edit: I'm having trouble with the knockback on the fireball. Could be because the source unit is the fireball missile itself, which commits suicide upon hitting a unit.
All 4 dependencies is fine if necessary.
I'm not sure on knockback, my data editor skills are limited. How's it going?
@Fullachain: Go
I think this must just be beyond my skill right now, because I cannot get the damned force effects working, no matter what I try.
Sorry for wasting your time.
Out of curiosity, how are you applying the knockback and damage for the fireball? I imagine a search area triggered by either impact or time, followed by a set of knockback + damage applied to each unit, finally followed by the projectile's eventual death either at the same time or at the "real" end of the effect?
@deleted_7920358: Go
Use a persistent created on the death of the fireball to execute a ton of rapid force effects.
I trying to do this as well and it does not work. I want to make a missile that knocks back an enemy. How do you do that?
So that I dont hijack this thread, just take a look at this tutorial: http://www.sc2mapster.com/forums/resources/tutorials/9021-data-force-effects-intermediate-difficulty/
If you don't know how to adapt that tutorial by changing the target locations and using persistent effects, you should learn how to use the basic effect types and behaviors first and how to link them together and so on to make complex effect chains.
EDIT: @Swcompty: Go
Welcome to Sc2mapster! I recommend you check out the stickies in the general section, then look at the Mapster Mentoring thread (Tutorial section sticky), where you will find a lot of people willing to help you!
As a welcome gift, I hereby present you with the permission to buy us all a round of drinks!
@deleted_7920358: Go
You know what you should do? You should open up a Data Assets thread and take requests for data stuff. You could alternatively join a team, and that would be fine too.
How's it going Wrath, any luck?