Name: Ram
Unit: Ultralisk
Cost: free but with a cool down also click to use not automatic.
Description: pretty much exactly like zealot charge but with a stun effect too.
Suggestions/Notes: can use the ultralisk head attack animation(the one used for buildings) to work with it? if not no big deal. can copy zealot charge for starters and the thor has stun capabilities.
Charges at an enemy unit becoming unstoppable, anything in it's path will be pushed out of the way. When the Ultralisk reaches it's target it rams into it, stunning it and dealing massive damage!
Would it be possible for you to modify your previous Prayer of Mending spell to work like the original? As in it only heals/jumps after target is struck.
id like the battleships needed to be selected with the frigate to activate the ability so yes i'd like them to be present, like the high\dark templars requires 2 to light up the icon for an archon meld. I just thought that a void ray would work well, maybe use a void ray as the Frigate and the battleships can be a new void ray maybe 3/4 of the size of the Frigate, but use the Disruptor beam to shoot at the Frigate when using the ability.
Would it be possible for you to modify your previous Prayer of Mending spell to work like the original? As in it only heals/jumps after target is struck.
Alright i modified it to work exactly like the original
id like the battleships needed to be selected with the frigate to activate the ability so yes i'd like them to be present, like the high\dark templars requires 2 to light up the icon for an archon meld. I just thought that a void ray would work well, maybe use a void ray as the Frigate and the battleships can be a new void ray maybe 3/4 of the size of the Frigate, but use the Disruptor beam to shoot at the Frigate when using the ability.
Alright I'll see what i can do, might take a while as I'm working on other things atm
For your version i didn't make any behaviors. all I did was make some effects, make the photon cannon weapon green, and modified the mover. Also I imported the prayer of mending sound. :)
So I'm just trying to figure out what you did here.. where is the "TSLife (Unknown)"? Obviously, this is where it prioritizes the targets with lowest hp, right? What tab is it under? And is it editable at all?
So I'm just trying to figure out what you did here.. where is the "TSLife (Unknown)"? Obviously, this is where it prioritizes the targets with lowest hp, right? What tab is it under? And is it editable at all?
Hi, i would like to request a spell to see how you do it :P .. i tried using the terrain deformation actors but it never comes out right.. it stays permanently and never goes away.
I would like a spell that when casted , it surrounds the hero and every unit within 7 radias with a non-passable deformed rising terrain (either spikes/cliffs/rocks/terrain whatever is most suitable :D) . Thus trapping every unit caught in the area including the hero for 9 seconds. after 9 seconds the terrain resets back to normal.
from what i see terrain deformation doesn't trap units, all it does is make units walk high up cliffs.. how to actually Trap them and make it look as if its the terrain deformation is the sole reason for the trap. (for epicness)
Btw if you do make it. Can you name all the object data sorta similarly .. it makes searching in the data editor for the stuff you used that much easier.
Hi, i would like to request a spell to see how you do it :P .. i tried using the terrain deformation actors but it never comes out right.. it stays permanently and never goes away.
I would like a spell that when casted , it surrounds the hero and every unit within 7 radias with a non-passable deformed rising terrain (either spikes/cliffs/rocks/terrain whatever is most suitable :D) . Thus trapping every unit caught in the area including the hero for 9 seconds. after 9 seconds the terrain resets back to normal.
from what i see terrain deformation doesn't trap units, all it does is make units walk high up cliffs.. how to actually Trap them and make it look as if its the terrain deformation is the sole reason for the trap. (for epicness)
Btw if you do make it. Can you name all the object data sorta similarly .. it makes searching in the data editor for the stuff you used that much easier.
Here you go, i mostly used the trigger editor as it is easier than creating 30 offsets on a persistent effect lol, though this is completely achievable in the data editor(just much more time consuming).
Description: The zealot jumps in the air and lands with such force that the gound around him is disturbed creating a massive wall around him trapping all units inside/outside the deformation(Also blocks vision). After 10 seconds the ground reverts to normal.
Holy shit,this was more than i expected ( u made the unit jump) which made it look alot more convincing :)
so to make this spell, from what i can see that you did, correct me if wrong , you created 2 types of dummies, and tied it too a seperate terrain deformation actor? , one for the ripple effect and another for the 10 sec wait., and then used the birth of a unit as the event to call the actor and the death to remove it.. very niceee
the math u used there however would own me lol . Thanks alot, do you mind if i use this spell in my custom map?
Holy shit,this was more than i expected ( u made the unit jump) which made it look alot more convincing :)
so to make this spell, from what i can see that you did, correct me if wrong , you created 2 types of dummies, and tied it too a seperate terrain deformation actor? , one for the ripple effect and another for the 10 sec wait., and then used the birth of a unit as the event to call the actor and the death to remove it.. very niceee
the math u used there however would own me lol . Thanks alot, do you mind if i use this spell in my custom map?
Go for it, Also, i made 3 dummies 1 of them was to block LoS. The math was just simple circle equations to get points around a circle
- x = r*Math.cos(theta)+x0;
- y = r*Math.sin(theta)+y0;
The "+x0"'"+y0" is the point/position of the circle so it's already included in the point with polar offset function.
Slypoos, could you make another ability for me? But this time could you explain how you did it so I could put it in my map? I want and ability called Matter shift
Matter Shift will Allow the unit to walk through walls for 10 seconds.(The only way I could imagine this being possible if you could modify the mass of the unit to 0 for 10 seconds) After 10 seconds if the unit is still within the wall the unit will die.
Wow isn't there any more simple way of getting the ultralisk head attack animation to appear in the Ram ability? I can't even figure out how you did it. It looks like you needed to create a second unit when the Ultralisk is charging then destroy it when the charge is done? I am thuroughly confused. I cannot figure out how to trigger the ultralisk head animation for my map on demand.
Wow isn't there any more simple way of getting the ultralisk head attack animation to appear in the Ram ability? I can't even figure out how you did it. It looks like you needed to create a second unit when the Ultralisk is charging then destroy it when the charge is done? I am thuroughly confused. I cannot figure out how to trigger the ultralisk head animation for my map on demand.
The second unit is used because the ultralisk would not run straight at the target if there was anything it would collide with in the way, so i created a second identical unit but with no collision. The head animation is played in the trigger "Ram Finish" by the action "Actor - Send actor message "AnimPlay Cast Spell" to main actor of unit (Last replaced unit)"
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Charges at an enemy unit becoming unstoppable, anything in it's path will be pushed out of the way. When the Ultralisk reaches it's target it rams into it, stunning it and dealing massive damage!
Would it be possible for you to modify your previous Prayer of Mending spell to work like the original? As in it only heals/jumps after target is struck.
@Aenigma:
Yes very possible, I'll do it in a bit.
@Slypoos
id like the battleships needed to be selected with the frigate to activate the ability so yes i'd like them to be present, like the high\dark templars requires 2 to light up the icon for an archon meld. I just thought that a void ray would work well, maybe use a void ray as the Frigate and the battleships can be a new void ray maybe 3/4 of the size of the Frigate, but use the Disruptor beam to shoot at the Frigate when using the ability.
@Slypoos: Go
asdfasdgasdg
Thanks so much for this. It doesn't need to be flashy at all, it's perfect. Thanks so much!
Alright i modified it to work exactly like the original
@Psiclone01: Go
No problem :)
Alright I'll see what i can do, might take a while as I'm working on other things atm
@Slypoos: Go
So, all you made were some effects, a behavior, a button and the prayer of mending weapon?
@Psiclone01: Go
For your version i didn't make any behaviors. all I did was make some effects, make the photon cannon weapon green, and modified the mover. Also I imported the prayer of mending sound. :)
@Slypoos: Go
So I'm just trying to figure out what you did here.. where is the "TSLife (Unknown)"? Obviously, this is where it prioritizes the targets with lowest hp, right? What tab is it under? And is it editable at all?
Under the Target Sorts Data Type
Hi, i would like to request a spell to see how you do it :P .. i tried using the terrain deformation actors but it never comes out right.. it stays permanently and never goes away.
I would like a spell that when casted , it surrounds the hero and every unit within 7 radias with a non-passable deformed rising terrain (either spikes/cliffs/rocks/terrain whatever is most suitable :D) . Thus trapping every unit caught in the area including the hero for 9 seconds. after 9 seconds the terrain resets back to normal.
from what i see terrain deformation doesn't trap units, all it does is make units walk high up cliffs.. how to actually Trap them and make it look as if its the terrain deformation is the sole reason for the trap. (for epicness)
Btw if you do make it. Can you name all the object data sorta similarly .. it makes searching in the data editor for the stuff you used that much easier.
@Slypoos: Go
no problem take your time i'm really looking forward to see what you come up with thanks Slypoos
Here you go, i mostly used the trigger editor as it is easier than creating 30 offsets on a persistent effect lol, though this is completely achievable in the data editor(just much more time consuming).
Description: The zealot jumps in the air and lands with such force that the gound around him is disturbed creating a massive wall around him trapping all units inside/outside the deformation(Also blocks vision). After 10 seconds the ground reverts to normal.
@Slypoos: Go
Holy shit,this was more than i expected ( u made the unit jump) which made it look alot more convincing :)
so to make this spell, from what i can see that you did, correct me if wrong , you created 2 types of dummies, and tied it too a seperate terrain deformation actor? , one for the ripple effect and another for the 10 sec wait., and then used the birth of a unit as the event to call the actor and the death to remove it.. very niceee
the math u used there however would own me lol . Thanks alot, do you mind if i use this spell in my custom map?
Go for it, Also, i made 3 dummies 1 of them was to block LoS. The math was just simple circle equations to get points around a circle
- x = r*Math.cos(theta)+x0;
- y = r*Math.sin(theta)+y0;
The "+x0"'"+y0" is the point/position of the circle so it's already included in the point with polar offset function.
Slypoos, could you make another ability for me? But this time could you explain how you did it so I could put it in my map? I want and ability called Matter shift
Matter Shift will Allow the unit to walk through walls for 10 seconds.(The only way I could imagine this being possible if you could modify the mass of the unit to 0 for 10 seconds) After 10 seconds if the unit is still within the wall the unit will die.
Wow isn't there any more simple way of getting the ultralisk head attack animation to appear in the Ram ability? I can't even figure out how you did it. It looks like you needed to create a second unit when the Ultralisk is charging then destroy it when the charge is done? I am thuroughly confused. I cannot figure out how to trigger the ultralisk head animation for my map on demand.
The second unit is used because the ultralisk would not run straight at the target if there was anything it would collide with in the way, so i created a second identical unit but with no collision. The head animation is played in the trigger "Ram Finish" by the action "Actor - Send actor message "AnimPlay Cast Spell" to main actor of unit (Last replaced unit)"