Ive tried a unit:shape:cube but this seems to be ignored by the missile as well :-(
A destructible billboard will be destroyed by the splash damage, but is not found by the target search.
I will try a normal unit now...
EDIT: I created my own unit, based off a supply depot. It exploded very big, so i changed the death animation for blast to nothing. Then it dissappeared. Even though it was set invulvernable it did explode.
I changed the missile damage effect to not target structures, and then it worked. great!
-
For the Mothership ability thats a tricky one.
The ability does not have any requirements, but the birth effect calls a DisableMothership effect.
But I didnt find the enabling effect.
So this is harder than expected.
To destroy the fireballs is unfortunately not the intended action.
I tried copying the default Missile mover and editing its acceleration, max speed, min speed, it did never change.
Even if I used completely different movers, like ATALaserbattery, or Thor AA, Lost Viking Missile, it always behaves the same.
Hows that possible?
Are you certain you changed your missile to actually use your modified mover? Usually manipulating the min/maxspeed or speed values works well.
The movers you listed are not that different, they should look very similar. You could try the banshee missile mover (your ball should "shake" a little) or the infested marine egg one (your fireball should travel a parabolic way).
Ive tried the eggs because I did not find the banshee, I may need more dependencies.
But anyway, it did not change at all, could you have a short look on the testmap please?
New actor, name Plasma Surge Damage, type Action, based on GenericAttack
Set Attack Effect to Plasma Surge Damage
Open Combat - Impact Map,
Set the Model to Experimental Plasma Gun Impact
set the Sound to Raynor_ExperimentalPlasmaGunImpact
I believe this should be "Open Target - Impact Map". Apart from that great tutorial. :-)
One thing I encountered, though: When there is no target for for the spell one of the explosion models is created at the location of the caster. Not sure why...
I believe this should be "Open Target - Impact Map". Apart from that great tutorial. :-)
Yes, probably ;)
Quote:
One thing I encountered, though: When there is no target for for the spell one of the explosion models is created at the location of the caster. Not sure why...
Did this happen in my testmap or when you attempted to recreate one of the spells? Also, which spell exactly do you mean?
Hello,
From the fireball, I don't understand the damage effect when you modify this field
Click the Search - Area + - field and add 3 regions:
Radius : 0.5 , Fraction: 1
Radius : 1.5 , Fraction: 0.5
Radius : 2.5 , Fraction: 0.25
Hello, From the fireball, I don't understand the damage effect when you modify this field Click the Search - Area + - field and add 3 regions: Radius : 0.5 , Fraction: 1 Radius : 1.5 , Fraction: 0.5 Radius : 2.5 , Fraction: 0.25
Can you explain how it's working plz :) thx
Hey.
We want the fireball to deal damage in an area. Probably the easiest way to do this, is to add an area to the Search - Area + - field.
Adding a region requires to specify values for Radius (should be obvious, what this is used for ;) ) and Fraction (how much of the damage should be caused in this area - for example a Fraction of 0.5 means, that we will cause 50% of the damage amount in this area).
Specifying multiple areas can be used to deal more damage closer to the center of the damage. Our fireball deals 100% damage in a 0.5 radius, 50% damage in a 1.5 radius and 25% damage in a radius of 2.5 .
In the damage effect, you do modify this - Set Target - Impact Location to Target Point.
But shouldn't it be - Set Target - Impact Location to Source Point. ( source point = missile position )
And how is it working when the fireball explode before the target point ? It damage the right points but isn't the target point = clicked position which would make the wrong damage position if fireball explode before the target point?
Btw, my main language is french so if you don't understand well just tell me. Thx :)
Good question. Indeed, for the persistent effect, the target point is the clicked point and the source unit is the missile.
However, the persistent is "targeted" on the source unit, so for every effect further linked from the persistent, the target unit will be the former source unit, the missile, and so the target point is the location of the missile. However, the source unit should be carried through, so using source here should, in theory, work just as well.
Well, the target field for the persistent effect is the source unit. So the target unit of the persistent is the missile. For the next effect in the chain, the target unit should be the missile as well. The current target unit is the target unit of the persistent, which is the source unit from before.
Thanks for the very helpful tutorial. The attachment wasn't working for me at first, I had to set the Missile field under Art for Fireball R to Actor - Fireball Missile. Maybe I did something wrong previously which would have made that unnecessary, but might be worth mentioning.
Also, before I got the attachment working I set the projectiles to spread out by changing the Impact Offset field for the Fireball Launch A and B effects, this worked perfectly before I successfully attached the projectiles to the weapons, now that I have attached them the projectiles both travel to the target location with no offset. Any ideas?
Edit: Got it working by setting the X offsets in the Fireball Initial.
Ive tried a unit:shape:cube but this seems to be ignored by the missile as well :-( A destructible billboard will be destroyed by the splash damage, but is not found by the target search. I will try a normal unit now...
EDIT: I created my own unit, based off a supply depot. It exploded very big, so i changed the death animation for blast to nothing. Then it dissappeared. Even though it was set invulvernable it did explode. I changed the missile damage effect to not target structures, and then it worked. great!
-For the Mothership ability thats a tricky one. The ability does not have any requirements, but the birth effect calls a DisableMothership effect. But I didnt find the enabling effect. So this is harder than expected. To destroy the fireballs is unfortunately not the intended action.
I will investigate the Mothership further.
Last time I checked the mothership, it used a single requirement and no DisableMothership effect o_0. Did they change it? And if yes, why?
Ok I found it, there is an own tab for requirements :-D
Next problem, my missile moves too slow.
I tried changing its mover based off this tutorial: http://forums.sc2mapster.com/resources/tutorials/4855-data-customized-movers-advanced-difficulty/
I tried copying the default Missile mover and editing its acceleration, max speed, min speed, it did never change. Even if I used completely different movers, like ATALaserbattery, or Thor AA, Lost Viking Missile, it always behaves the same. Hows that possible?
Are you certain you changed your missile to actually use your modified mover? Usually manipulating the min/maxspeed or speed values works well.
The movers you listed are not that different, they should look very similar. You could try the banshee missile mover (your ball should "shake" a little) or the infested marine egg one (your fireball should travel a parabolic way).
Ive tried the eggs because I did not find the banshee, I may need more dependencies. But anyway, it did not change at all, could you have a short look on the testmap please?
Your LaunchShot Effect's Movement - Movers + Field still links to the PunisherGrenadesWeapon - Mover.
yay, I feel so dumb^^
Thank you very much!
I believe this should be "Open Target - Impact Map". Apart from that great tutorial. :-)
One thing I encountered, though: When there is no target for for the spell one of the explosion models is created at the location of the caster. Not sure why...
Yes, probably ;)
Did this happen in my testmap or when you attempted to recreate one of the spells? Also, which spell exactly do you mean?
Nevermind, fixed it all. My bad I think. :-)
Edit: retarded question, long time since ive used Editor, thought id get back into some missile stuff.
thanks again for the tut
Hello, From the fireball, I don't understand the damage effect when you modify this field Click the Search - Area + - field and add 3 regions: Radius : 0.5 , Fraction: 1 Radius : 1.5 , Fraction: 0.5 Radius : 2.5 , Fraction: 0.25
Can you explain how it's working plz :) thx
Hey.
We want the fireball to deal damage in an area. Probably the easiest way to do this, is to add an area to the Search - Area + - field.
Adding a region requires to specify values for Radius (should be obvious, what this is used for ;) ) and Fraction (how much of the damage should be caused in this area - for example a Fraction of 0.5 means, that we will cause 50% of the damage amount in this area).
Specifying multiple areas can be used to deal more damage closer to the center of the damage. Our fireball deals 100% damage in a 0.5 radius, 50% damage in a 1.5 radius and 25% damage in a radius of 2.5 .
Oh thx.
Does enemy in the 0.5 radius recieve the damage from bigger radius?
It shouldn't
Hello, I have another question :D
In the damage effect, you do modify this - Set Target - Impact Location to Target Point. But shouldn't it be - Set Target - Impact Location to Source Point. ( source point = missile position ) And how is it working when the fireball explode before the target point ? It damage the right points but isn't the target point = clicked position which would make the wrong damage position if fireball explode before the target point?
Btw, my main language is french so if you don't understand well just tell me. Thx :)
Good question. Indeed, for the persistent effect, the target point is the clicked point and the source unit is the missile.
However, the persistent is "targeted" on the source unit, so for every effect further linked from the persistent, the target unit will be the former source unit, the missile, and so the target point is the location of the missile. However, the source unit should be carried through, so using source here should, in theory, work just as well.
Does this answer your question?
Yes and no...
What do you mean by the target unit will be the former source unit?
Well, the target field for the persistent effect is the source unit. So the target unit of the persistent is the missile. For the next effect in the chain, the target unit should be the missile as well. The current target unit is the target unit of the persistent, which is the source unit from before.
Well, might me a little confusing, indeed ;)
@Kueken531: Go
Thanks for the very helpful tutorial. The attachment wasn't working for me at first, I had to set the Missile field under Art for Fireball R to Actor - Fireball Missile. Maybe I did something wrong previously which would have made that unnecessary, but might be worth mentioning.
Also, before I got the attachment working I set the projectiles to spread out by changing the Impact Offset field for the Fireball Launch A and B effects, this worked perfectly before I successfully attached the projectiles to the weapons, now that I have attached them the projectiles both travel to the target location with no offset. Any ideas?
Edit: Got it working by setting the X offsets in the Fireball Initial.