How exactly did it work ?(mothership's recall dont have queue i guess). I would prefer unit to stop as their route has already been changed. Your change caused a bug in AI that caused enemy unit to run back to their old target before ported (even if it was teleported mile away) and ignore everything in the new position. Some visual glitch like zealot's hair leaving a trail across the map (all other model particles)
Ahh yes, it seems that the teleporting causes the AI's to return to their leash position. As for the hair, I'm at a loss there's no reason for the model to stretch since it is teleporting. I could understand if it was just moving really fast but i don't think that's the case
It doesn't really matter though queuing actions for after the portal is not really a big deal I'm sure if you really wanted to do it you could figure out how to fix the AI.
Fixed 2 bugs and uploaded newer version of spell Portal Gun.
- Entrance portal will be destroyed if put on top of exit portal, prevent infinite teleport loop.
- Exit portal is revealed to every player so unit can be teleported directly ( teleport effect cannot teleport without vision - similar to Stalker Blink can only blink near cliff edge, there is currently no field to change that in the effect ) Please tell me if anyone know to make stalker blink without vision.
Ahh yes, it seems that the teleporting causes the AI's to return to their leash position. As for the hair, I'm at a loss there's no reason for the model to stretch since it is teleporting. I could understand if it was just moving really fast but i don't think that's the case
It doesn't really matter though queuing actions for after the portal is not really a big deal I'm sure if you really wanted to do it you could figure out how to fix the AI.
Caster jumps around the battlefied 10 times, slashing nearby enemies and burning their energy into damage. Each slash deals damage equal to hero damage and burns 100% target mana into damage. Every consequent slash deals 60% more damage. Targets are random in allowed range. Caster is invulnerable during the act.
Only data editor was used to create this spell. Triggers were not used in any way.
I'm still waiting to see if someone will make a "combo" spell that can provide a nice change to the submissions...
Idea:
Ice and Force combo...
When used alone:
Ice will slow then freeze target.
Force will push target back.
When used together:
1) Ice(x2) freezes target
2) Force shatters target
For rpg elements:
Implement "charges" to exist with players, they can be like in many mmorpgs, where casting it will create a floating orb of charge that spins around your character.
To do this, you will require to use 2 spells ONLY if you want to make it efficient and easy to use.
1st spell = Cast charges - Each time you used this, 1 charge will be added.
2nd spell = Unleash charges - The number of charges unleashed will do different effects (example, 1 charge unleash is always weaker than a 5 charge, and a 5 charge effect will always do a area attack and do large amounts of damage).
Can make it seem like magic casting in some ways, rather than magic coming out of your hand really fast, it requires prerequisites.
My entry for the Spell contest, basically it creates a full (familiar looking..) level using a set of effects from the data editor.
This is a proof of concept more than anything, I wanted to see if it was really possible to store and generate a custom level/map using just the data editor. I had to completely rewrite it several times when I got stuck, and unless and until things change, I wouldn't do it this way again; arrays are so much less painful. Also, the last few hero levels of data were taking 20+ seconds to copy/paste, even without changing anything.
Don't expect too much in the line of special effects/sparkles/flashy things; I'm more of a programmer/data editor than an artist.
Made from 100% data editor material, no triggers were harmed during the production of this spell.
The idea is still to create multiple uses to each spell.
Fire should burn trees in the area to clear a path, or also use that as a catalyst when burning stuff, to generate a greater firepower (maybe a fire explosion) by calculating the fire effects that's burning the trees/units/doodads.
So by having multiple spells with multiple uses, you can come up with player crafted combos, rather than creating it in the data editor and have the player use it as is.
By having players adapt and learn to combine their spells, they can probably also create their own strings of attack too, making the process more skill based.
I can use Mabinogi, a MMORPG for an example, as it uses real time attacks, with the main emphasis on skills. The skills have a multitude of effects.
*You can do a short combo and chain a windmill at the end. [N+WM]
*You can icebolt then charge at a target after it gets stunned from the bolt, then smash.[ICE+CH+SM]
*You can do ice counter, by using icebolt and countering.[ICE+CO]
Then updates and contents adds more and more skills, and the players figure out how to manipulate them to their advantage.
Creates a sphere of spinning energy rings at target point, the energy rings create a powerful Temporal Energy within the core. The caster then creates an energy cylinder which generates a beam strong enough to destabilize the Temporal Energy. At this point the destabilizing Temporal Energy will create 3 Temporal Fields at random points around itself, after a few seconds anything not inside a Temporal Field will be consumed by the rift and transported to an alternate dimension.
This Spell was done completely through the use of the data editor, triggers were not used in any way.
The first is a dot spell incinerating the target.
The second spell fires a fireball at the target. if the target is burning then it does additional damage and explodes.
I'm not a good artist but the effects behind it are working fine the most time.
The explosion sometimes backfires but I'm unable to figure out why.
Maybe you could enhance it by using real world mechanics to make the explosion work?
Maybe a force field + ignite can trap and burn the target, leaving a tiny hole at the top of the field for it to burn, and once the field goes down, a explosion occurs because of the oxygen making contact with the fire so fast.
What about the Phoenix's levitation ability when combined with area effect spells?
Acid Pool + Levitation? Picks up a unit and drops it as soon as Acid Pool is casted under the unit.
Quicksand + Quake? Slows then traps a unit on top of the quicksand, sinking it under the ground, then a Quake can occur to crush the target, doing massive damage.
Heck, for the quake idea, it would be really cool if Terrain-Modifying spells can kill units, like sending out a surge of earth at your opponent to bury them.
tried your quicksand idea but with a behavior its only possible to increase the hight of a unit, its nont possible to lower the feet of the units under ground :S
Annoyingly all of my spells are 'functional' instead of flashy and OP/useless.
I did find Chain Charge, which might be useful... ignore all the other content in the file. :)
So, it has a minimum and maximum range and you turn into a plasma ball and bounce between targets. Each takes your normal attack damage + a bonus. The spell gives you a speed and acceleration bonus which you can tweak. It's purely a data editor spell, but it's more complicated than it looks. ;)
Ahh yes, it seems that the teleporting causes the AI's to return to their leash position. As for the hair, I'm at a loss there's no reason for the model to stretch since it is teleporting. I could understand if it was just moving really fast but i don't think that's the case
It doesn't really matter though queuing actions for after the portal is not really a big deal I'm sure if you really wanted to do it you could figure out how to fix the AI.
Fixed 2 bugs and uploaded newer version of spell Portal Gun.
- Entrance portal will be destroyed if put on top of exit portal, prevent infinite teleport loop.
- Exit portal is revealed to every player so unit can be teleported directly ( teleport effect cannot teleport without vision - similar to Stalker Blink can only blink near cliff edge, there is currently no field to change that in the effect ) Please tell me if anyone know to make stalker blink without vision.
@Slypoos: Go
Never mind, i dont think i needed that.
Spell Contest Entry: Psi-slash
Caster jumps around the battlefied 10 times, slashing nearby enemies and burning their energy into damage. Each slash deals damage equal to hero damage and burns 100% target mana into damage. Every consequent slash deals 60% more damage. Targets are random in allowed range. Caster is invulnerable during the act.
Only data editor was used to create this spell. Triggers were not used in any way.
Download: http://www.sc2mapster.com/maps/psi-slash-contest-entry/
I'm still waiting to see if someone will make a "combo" spell that can provide a nice change to the submissions...
Idea:
Ice and Force combo...
When used alone:
Ice will slow then freeze target.
Force will push target back.
When used together:
1) Ice(x2) freezes target
2) Force shatters target
For rpg elements:
Implement "charges" to exist with players, they can be like in many mmorpgs, where casting it will create a floating orb of charge that spins around your character.
To do this, you will require to use 2 spells ONLY if you want to make it efficient and easy to use.
1st spell = Cast charges - Each time you used this, 1 charge will be added.
2nd spell = Unleash charges - The number of charges unleashed will do different effects (example, 1 charge unleash is always weaker than a 5 charge, and a 5 charge effect will always do a area attack and do large amounts of damage).
Can make it seem like magic casting in some ways, rather than magic coming out of your hand really fast, it requires prerequisites.
Spell Contest Entry - Dimensional Twist
My entry for the Spell contest, basically it creates a full (familiar looking..) level using a set of effects from the data editor.
This is a proof of concept more than anything, I wanted to see if it was really possible to store and generate a custom level/map using just the data editor. I had to completely rewrite it several times when I got stuck, and unless and until things change, I wouldn't do it this way again; arrays are so much less painful. Also, the last few hero levels of data were taking 20+ seconds to copy/paste, even without changing anything. Don't expect too much in the line of special effects/sparkles/flashy things; I'm more of a programmer/data editor than an artist.
Made from 100% data editor material, no triggers were harmed during the production of this spell.
http:www.sc2mapster.com/maps/custom-spell-contest-dimensional/
Thanks to RileyStarcraft for the video!
You pretty much just exactly described my frost nova spell, except i just have the third cast shatter rather than a separate spell......
@Slypoos:
The idea is still to create multiple uses to each spell.
Fire should burn trees in the area to clear a path, or also use that as a catalyst when burning stuff, to generate a greater firepower (maybe a fire explosion) by calculating the fire effects that's burning the trees/units/doodads.
So by having multiple spells with multiple uses, you can come up with player crafted combos, rather than creating it in the data editor and have the player use it as is.
By having players adapt and learn to combine their spells, they can probably also create their own strings of attack too, making the process more skill based.
I can use Mabinogi, a MMORPG for an example, as it uses real time attacks, with the main emphasis on skills. The skills have a multitude of effects.
*You can do a short combo and chain a windmill at the end. [N+WM]
*You can icebolt then charge at a target after it gets stunned from the bolt, then smash.[ICE+CH+SM]
*You can do ice counter, by using icebolt and countering.[ICE+CO]
Then updates and contents adds more and more skills, and the players figure out how to manipulate them to their advantage.
@dra6o0n: Go
Ahh ic, maybe I'll do something like that later
Spell Contest Submission - Temporal Generator
Creates a sphere of spinning energy rings at target point, the energy rings create a powerful Temporal Energy within the core. The caster then creates an energy cylinder which generates a beam strong enough to destabilize the Temporal Energy. At this point the destabilizing Temporal Energy will create 3 Temporal Fields at random points around itself, after a few seconds anything not inside a Temporal Field will be consumed by the rift and transported to an alternate dimension.
This Spell was done completely through the use of the data editor, triggers were not used in any way.
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Map File: http://www.sc2mapster.com/maps/spell-contest-temporal-generator/
I've done another spell combo.
The first is a dot spell incinerating the target. The second spell fires a fireball at the target. if the target is burning then it does additional damage and explodes.
I'm not a good artist but the effects behind it are working fine the most time. The explosion sometimes backfires but I'm unable to figure out why.
@b0ne123:
Maybe you could enhance it by using real world mechanics to make the explosion work?
Maybe a force field + ignite can trap and burn the target, leaving a tiny hole at the top of the field for it to burn, and once the field goes down, a explosion occurs because of the oxygen making contact with the fire so fast.
What about the Phoenix's levitation ability when combined with area effect spells?
Acid Pool + Levitation? Picks up a unit and drops it as soon as Acid Pool is casted under the unit.
Quicksand + Quake? Slows then traps a unit on top of the quicksand, sinking it under the ground, then a Quake can occur to crush the target, doing massive damage.
Heck, for the quake idea, it would be really cool if Terrain-Modifying spells can kill units, like sending out a surge of earth at your opponent to bury them.
Slypoos- Holy crap man, that is amazing!
@Slypoos: Go
Very nice
@Slypoos: Go
You are like the best editor, for spells at least, I have EVER seen
@Takari86: Go
@ZeroAme: Go
@Isthereanopenname: Go
Thnx guys/gals :)
@Slypoos: Go
Holy shit. I don't even know what to say. That was amazing MOAR!
@Darger: Go
Haha ty, only 6 hours left till the contest is over. Maybe I'll make one more, lol :)
@b0ne123: Go
When they're on fire, you should increase their move speed by 30%, and make them run around randomly :) (easy to do with a trigger)
@dra6o0n: Go
tried your quicksand idea but with a behavior its only possible to increase the hight of a unit, its nont possible to lower the feet of the units under ground :S
Annoyingly all of my spells are 'functional' instead of flashy and OP/useless.
I did find Chain Charge, which might be useful... ignore all the other content in the file. :)
So, it has a minimum and maximum range and you turn into a plasma ball and bounce between targets. Each takes your normal attack damage + a bonus. The spell gives you a speed and acceleration bonus which you can tweak. It's purely a data editor spell, but it's more complicated than it looks. ;)