First - you need experience with the Actors - i will not explain why to do things, or how to set specific datas. Just give you a quick Guide to do this.
To actually do OTF (On-the-fly or live) terrain deformations you need 2 things:
an actor
a hook - in terms of something to activate the actor, which is i.e. in the Tech-Demo the baneling explosion
So let's take these little cute banelings and make their explosion look really dangerous (well not really - lol)
Create a new map - whatever you like and size, i would advice you to edit the triggers so you see the whole map. (in techdemo i also have a 'place baneling on M4 click position' trigger)
Place a baneling on your map. That's all you need to do with the map so far with Units.
next go into your data editor (F7), and go to Actors
Create a new Actors Object and choose ActorType: 'Terrain Deforming' (simple huh) ...
First adjust some values like:
Blend Time - Time over which the deformation will be "animated"
Footprint - Shape of the Peak of your deformation (i prefer Creep Tumor as it is a circle)
height delta - the amount of height added/subtracted by the deformation
Influence range - Radius/size of deformation
next go into Events+ (Events Array) and add a new Event
choose as
Msg Type: Effect
SourceName: Baneling - Suicide (Unit Damage) - or just until left appears Effect.BanelingU - can also be anything else of the baneling attack set
Action/Message: Create
that's all - you are done - launch map - select baneling, let it explode
ah yea here another demo i just recorded yesterday (this is not the demo)
Hati. I was wondering what you did to allow a click action ability that would create the deformations I have been trying to duplicates this with little luck. Would you be willing a map with this setup? Thank!
If you have Raw Data toggled on (if you do your first field will be CActor_AcceptedHostedProp Transfers) then you can get to the Events+ array dialog mentioned by double-clicking in the data field for CActorBase_On_Send.
(Big thanks to Sholdak for pointing that out to me)
I have just found a much much easier way to apply actors (if you want to let it get done through triggers, like player does this or time elapsed is this:
Actor - Create actor <actorname> at point (Center of region).
You can change it so it puts the actor at either a region, point and much more. Using this I could make a hole or bump in the terrain by putting a region there and letting the actor get created at that region. You also do not need to create dummy units or custom abilities for this to work.
This is just a quick deformation I made so don't expect this to be the most efficient, it should show enough info for you to make it yourself though.
Can you remove doodads? I can see a create doodad actor and the terrain deformation one, but it would come under neither of these? Trying to get a nuke that removes them.
The reason of the few lines is that I followed everything to the letter and I checked your screenshots of the actor and it was the same. I have no clue :(
Ok, i got the problem, it was a selection in the Actor Object Properties it was set to "defines Default Values" for me. Thanks :)
Update, FYI:
I created a Marauder for testing purposes and equipped it with a Siege Unit. I realized that if the banelings impacted my Marauder then something odd happened: my Marauder started to deform the terrain like the banelings. I figured out that it is better to use Unit Death > Baneling instead of Effect > Baneling Suicide because it fixes this bug (or maybe it is not a bug) and I still get the craters left by the banelings. :)
First - you need experience with the Actors - i will not explain why to do things, or how to set specific datas. Just give you a quick Guide to do this.
To actually do OTF (On-the-fly or live) terrain deformations you need 2 things:
So let's take these little cute banelings and make their explosion look really dangerous (well not really - lol) Create a new map - whatever you like and size, i would advice you to edit the triggers so you see the whole map. (in techdemo i also have a 'place baneling on M4 click position' trigger) Place a baneling on your map. That's all you need to do with the map so far with Units. next go into your data editor (F7), and go to Actors Create a new Actors Object and choose ActorType: 'Terrain Deforming' (simple huh) ... First adjust some values like:
next go into Events+ (Events Array) and add a new Event choose as
that's all - you are done - launch map - select baneling, let it explode
ah yea here another demo i just recorded yesterday (this is not the demo)
Nice, keep up the good work :D. Next multi-phased missiles :D.
@xhatix: Go
Hati. I was wondering what you did to allow a click action ability that would create the deformations I have been trying to duplicates this with little luck. Would you be willing a map with this setup? Thank!
If you have Raw Data toggled on (if you do your first field will be CActor_AcceptedHostedProp Transfers) then you can get to the Events+ array dialog mentioned by double-clicking in the data field for CActorBase_On_Send.
(Big thanks to Sholdak for pointing that out to me)
@mrm3fan: Go
it is the "same" as the baneling does - i just created an effect at the point where i clicked with an ability instead of at the caster point
@heysparky: Go
Yea if you use RawData ... which isn't really necessary to be on at 100% of the time
Is it possible to change cliff height with this actor?
@Bibendus: Go
nope, there's currently no way to do otf cliff creation
@xhatix: Go
Sigh
I have just found a much much easier way to apply actors (if you want to let it get done through triggers, like player does this or time elapsed is this:
Actor - Create actor <actorname> at point (Center of region).
You can change it so it puts the actor at either a region, point and much more. Using this I could make a hole or bump in the terrain by putting a region there and letting the actor get created at that region. You also do not need to create dummy units or custom abilities for this to work.
This is just a quick deformation I made so don't expect this to be the most efficient, it should show enough info for you to make it yourself though.
I noticed that terrain deformed with this actor doesn't change it's point height readed by triggers
iirc point height never changed just "ground" height
Can you remove doodads? I can see a create doodad actor and the terrain deformation one, but it would come under neither of these? Trying to get a nuke that removes them.
Can you reform its original state after messing the terrain up?
yup by destroying the actor
@xhatix: Go
Simple question; how can I kill actors? :P
@Nothing5: Go
it's called destroy - and you have to set an "Event" for it ie. 5sec after deformation another effect appeared etc.
Hi there!
I did exactly the same as you wrote down but no holes. What could be wrong? Is this effect available on a space platform map?
@notUsedName: Go
Should work on any map.
And what you did wrong I can't say just by your few lines ... but I guess your Actor is messed up
@xhatix: Go
The reason of the few lines is that I followed everything to the letter and I checked your screenshots of the actor and it was the same. I have no clue :(
Ok, i got the problem, it was a selection in the Actor Object Properties it was set to "defines Default Values" for me. Thanks :)
Update, FYI:
I created a Marauder for testing purposes and equipped it with a Siege Unit. I realized that if the banelings impacted my Marauder then something odd happened: my Marauder started to deform the terrain like the banelings. I figured out that it is better to use Unit Death > Baneling instead of Effect > Baneling Suicide because it fixes this bug (or maybe it is not a bug) and I still get the craters left by the banelings. :)