Taking a look at the video, I would have to say that I would probably increase the opacity on the Zerg AoE splat actor... it's so large, and green... it's really distracting I find. It's already been set to 0.6 opacity, but obviously it's not enough.
I did somewhat the same thing as Kueken. Instead of setting up a unit, and teleport effects, I just created a persistent (center of the green zerg AOE splat = center of persistent) that does a search effect every 1.5 seconds. It launches an invisible missile at a random unit.
On missile impact, plays the burrow frenzy actor, which is Kerrigan, and it plays the Unburrow Animation, then the Spell Animation, then the Jump End Animation, all at TimeScale 3. I use a Local Offset actor of 0,0.4,0 so that Kerrigan is behind the unit.
Kerrigan isn't even a unit in my map, just an actor that is Created & Destroyed very quickly. Setting up little things like Kerrigan's Burrow Splats, the "impact" blood on the marines when she uses the Spell animation, and the sounds all bring it together really well.
Basically, she Unburrows, does the spell animation, burrows again. Then the persistent shoots a missile, and on impact, does it all over again. Makes it look like she's in a frenzy. I took the inspiration for it from Nightcrawler... I was recently playing XMen Legends 1 & 2, haha.
The worst part... tweaking everything... everything's gotta be perfect, not too far off, not even 0.1 to the left or right or whatever... I swear I must have OCD or something, haha.
Damnit... as usual, I hit a small snag that just stops me dead in my tracks, and I'm like 95% complete my ability... stupid validators... ><
Persistent, Periodically does a Search every X seconds.
I have my Search Effect, set up as
Radius 12
1 max target
Effect (Launch Missile)
Validator 'Does not Have Behavior X'
Launch Missile set up as
Impact 'Apply Behavior X'
The Behavior has a 10second duration, upon expiring, does the final stage.
My Validator setup as
Behavior - X
Compare - Not Equal To
Value - 1
What happens is that the search effect will always shoot at the same target... even though it has Behavior X. I tried switching the validator to Equal to 0, Less Than 1, nothing quite works right.
I tried setting the Target Sorts + field of the Search Effect and it helped a bit. The persistent does a search up to 20 times. I have 10 enemy marines within range. Sometimes I'm left with a marine or 2 left... My validator for some reason just won't work!
EDIT: NVM, I got it working.
Validator: Behavior X Equal to 0 works fine. I just had to place the Validator on the Launch Missile, instead of on the search.
Now I just have to tweak some visuals, maybe a sound or 2, and I need 1 Site Ops Offset.
@nevjmac: Go
Haha, Thanks.
Now...... A NEW CHALLENGE(R) AWAITS!!
Yet? :P
Taking a look at the video, I would have to say that I would probably increase the opacity on the Zerg AoE splat actor... it's so large, and green... it's really distracting I find. It's already been set to 0.6 opacity, but obviously it's not enough.
@aczchef: Go
I did somewhat the same thing as Kueken. Instead of setting up a unit, and teleport effects, I just created a persistent (center of the green zerg AOE splat = center of persistent) that does a search effect every 1.5 seconds. It launches an invisible missile at a random unit.
On missile impact, plays the burrow frenzy actor, which is Kerrigan, and it plays the Unburrow Animation, then the Spell Animation, then the Jump End Animation, all at TimeScale 3. I use a Local Offset actor of 0,0.4,0 so that Kerrigan is behind the unit.
Kerrigan isn't even a unit in my map, just an actor that is Created & Destroyed very quickly. Setting up little things like Kerrigan's Burrow Splats, the "impact" blood on the marines when she uses the Spell animation, and the sounds all bring it together really well.
Basically, she Unburrows, does the spell animation, burrows again. Then the persistent shoots a missile, and on impact, does it all over again. Makes it look like she's in a frenzy. I took the inspiration for it from Nightcrawler... I was recently playing XMen Legends 1 & 2, haha.
My Multi-Stage Ability.
Here's the map.
The worst part... tweaking everything... everything's gotta be perfect, not too far off, not even 0.1 to the left or right or whatever... I swear I must have OCD or something, haha.
Hrmmm!!!!!!!!!!!!!
Damnit... as usual, I hit a small snag that just stops me dead in my tracks, and I'm like 95% complete my ability... stupid validators... ><
Persistent, Periodically does a Search every X seconds.
I have my Search Effect, set up as
Launch Missile set up as
The Behavior has a 10second duration, upon expiring, does the final stage.
My Validator setup as
What happens is that the search effect will always shoot at the same target... even though it has Behavior X. I tried switching the validator to Equal to 0, Less Than 1, nothing quite works right.
I tried setting the Target Sorts + field of the Search Effect and it helped a bit. The persistent does a search up to 20 times. I have 10 enemy marines within range. Sometimes I'm left with a marine or 2 left... My validator for some reason just won't work!
EDIT: NVM, I got it working.
Validator: Behavior X Equal to 0 works fine. I just had to place the Validator on the Launch Missile, instead of on the search.
Now I just have to tweak some visuals, maybe a sound or 2, and I need 1 Site Ops Offset.
Count me in!