Hi Just wondering when you might finish the Multishot ability that another user posted about, as I am very interested in using a multishot tower in one of my games.
A targeted multishot that hits lets say 4 units but if there is only 1 mob it wont hit it 4 times just once would like to implement it onto a photon cannon
Alright here it is. The solution is a simple search effect. The search effect has the same range as the towers weapon, the maximum number of targets set to 4 and excludes allies and the players units from getting picked. Then the search effect was set to the photon cannon launch missile effect. And the search effect was set to the photon cannons weapon effect instead of the launch missile effect.
i want an ability that when clicked references my gv_dmg and creates dmg on the unit for that amount (target effect). all from the data editor. thank you.
I believe that isn't possible. I've tried to do stuff mixing the data editor and variables, and it really doesn't seem possible. However, the end result you are looking for, such as changing damage based on some aspect can be accomplished. You just have to be willing to use triggers in the limited way that Blizzard has allowed us to, and also data in their own limited way.
What exactly are you hoping to accomplish? We might be able to help, if not by answering your original question directly.
Wow very impressive work, I have been having issues with trying to modify abilities the interface isn't intuitive at all for me. Anyway I'm going to start working (only delayed because most of the models wont be in until release T_T) on a rebalance of the current sc2 multiplayer and I could really use your expertise, I'm very interested in learning how you fulfill these requests. I would recommend you record your steps while making changes and upload them to youtube.
Requests:
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Name: Shrieker Missile
Unit: Banshee
Cost: 125 energy
Description: launched from underneath the banshee, makes a screeching sound, Air to Air only, Splash.
Suggestions/Notes: I'd recommend using an enlarged viking missile for the projectile model. Mess with pitch on an existing sound to create the screeching sound, copying raven's seeker missile may reduce initial work. would like a copy of it on the test map that says "i got this" or "weapons hot" right before firing. don't worry about exact damage values for now.
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Name: Hell Mines
Unit: Hellion
Cost: Free
Description: Basically spider mines from sc1 but they cause fire damage and fire death animations. they also don't move towards the targets, just explode when pathed over. stocked with 2, can not create them.
Suggestions/Notes: no idea what to use for the spider mine graphic since the models wont be in until release.
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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.
Name: Hell Mines
Unit: Hellion
Cost: Free
Description: Basically spider mines from sc1 but they cause fire damage and fire death animations. they also don't move towards the targets, just explode when pathed over. stocked with 2, can not create them.
Suggestions/Notes: no idea what to use for the spider mine graphic since the models wont be in until release.
Do you want the mines to be invisible after placement, also do they explode when your own units walk over them?
Name: Hell Mines
Unit: Hellion
Cost: Free
Description: Basically spider mines from sc1 but they cause fire damage and fire death animations. they also don't move towards the targets, just explode when pathed over. stocked with 2, can not create them.
Suggestions/Notes: no idea what to use for the spider mine graphic since the models wont be in until release.
And here it is, 2 charges non replenish-able, Explodes when *enemy* units come withing range(Excluding Flying/Hovering), with a short delay so more units get toasted. Explosion deals damage to *all*(Excluding Flying/Hovering) nearby units. The damage dealt is scaled a bit to distance from mine. The mine is invisible except for the ripple effect for people who are REEEALLY paying attention
Now it's time to go get some breakfast :D I will work on the other ones later
@Slypoos:
wow that is awesome, questions though, can the symbol color be changed to red? and can they be made to be dropped behind the hellion only and/or have the hellion run up closer to where its clicked?. looks and sounds so great, delay effect is great too. oh also can they be shot destroyed once detected?
Yes all that can be easily done, to make the hellion go closer to where is is clicked decrease the range of the ability, it is currently set to 3. Once detected it can be shot and destroyed. As for the picture color, i believe it changes based on your race, a better idea would be to import a custom icon for the ability. And lastly to make the mines appear behind the hellion, all you would have to do is change the ability to effect - instant instead of target. And have the effect create a persistent at the source with 1 period, the period effect being the create mine effect, and setting the period offset to 0,1 or wherever you want the mine to be placed relative to the Hellion location.
Edit: I made all the specifications you asked for except the icon color. I gave the Hellion both the targeted mines and the drop off so you could test which one you liked better
I was wondering if you could do a spell for me that has three parts. The first part is Inflate. Inflate will increase the size by just a little bit and inflict damage (Smaller then 10) on the target. Then the next part in Bloat. Bloat will increase the size of the target by just a little more and inflict damage (Smaller then 20) Then the Last one is Pop. This will kill the enemy with a blast death.
@Slypoos: Go
Aright then, that's no problem. I have a lot of time and I'll see what I can accomplish by myself concerning the rotation.
@Timthetoolman:
If i happen to come by the solution while working on something I'll make sure your the first to know, It probably has something to do with movers
Hi Just wondering when you might finish the Multishot ability that another user posted about, as I am very interested in using a multishot tower in one of my games.
@Doomser91:
Targeted Multishot or directional? Because targeted is quite simple and would only take 5 minutes to make
@Slypoos: Go
A targeted multishot that hits lets say 4 units but if there is only 1 mob it wont hit it 4 times just once would like to implement it onto a photon cannon
@Doomser91:
Gimme 5 minutes
@Doomser91:
Alright here it is. The solution is a simple search effect. The search effect has the same range as the towers weapon, the maximum number of targets set to 4 and excludes allies and the players units from getting picked. Then the search effect was set to the photon cannon launch missile effect. And the search effect was set to the photon cannons weapon effect instead of the launch missile effect.
@Slypoos: Go
thank you very much will make sure to come back here if i need any advice :)
@Doomser91: Go
Anytime :)
i want an ability that when clicked references my gv_dmg and creates dmg on the unit for that amount (target effect). all from the data editor. thank you.
@ezbeats:
Im not even sure if that's possible, but I'll give it a try
Edit: Nope not possible by any means I'm aware of, but easily done in the trigger editor
@ezbeats: Go
I believe that isn't possible. I've tried to do stuff mixing the data editor and variables, and it really doesn't seem possible. However, the end result you are looking for, such as changing damage based on some aspect can be accomplished. You just have to be willing to use triggers in the limited way that Blizzard has allowed us to, and also data in their own limited way.
What exactly are you hoping to accomplish? We might be able to help, if not by answering your original question directly.
Do you want the mines to be invisible after placement, also do they explode when your own units walk over them?
And here it is, 2 charges non replenish-able, Explodes when *enemy* units come withing range(Excluding Flying/Hovering), with a short delay so more units get toasted. Explosion deals damage to *all*(Excluding Flying/Hovering) nearby units. The damage dealt is scaled a bit to distance from mine. The mine is invisible except for the ripple effect for people who are REEEALLY paying attention
Now it's time to go get some breakfast :D I will work on the other ones later
@Anon06:
Yes all that can be easily done, to make the hellion go closer to where is is clicked decrease the range of the ability, it is currently set to 3. Once detected it can be shot and destroyed. As for the picture color, i believe it changes based on your race, a better idea would be to import a custom icon for the ability. And lastly to make the mines appear behind the hellion, all you would have to do is change the ability to effect - instant instead of target. And have the effect create a persistent at the source with 1 period, the period effect being the create mine effect, and setting the period offset to 0,1 or wherever you want the mine to be placed relative to the Hellion location.
Edit: I made all the specifications you asked for except the icon color. I gave the Hellion both the targeted mines and the drop off so you could test which one you liked better
I was wondering if you could do a spell for me that has three parts. The first part is Inflate. Inflate will increase the size by just a little bit and inflict damage (Smaller then 10) on the target. Then the next part in Bloat. Bloat will increase the size of the target by just a little more and inflict damage (Smaller then 20) Then the Last one is Pop. This will kill the enemy with a blast death.
@Isthereanopenname:
Like 3 separate abilities? Or 1 ability that will apply the subsequent effect?