Here. I reformatted the Fireball tutorial for people who've been having trouble reading it. I might reformat the others too if I get the time, 'cause this is pretty annoying to do :P
Units
Create a new unit called Fireball Missile, based on Default Settings (Projectile); click suggest for the ID and then ok.
Buttons
Create a new button called Fireball.
Change the Icon-field to Assets Textures btn-ability-terran-bombardmendstrike-color.dds.
Change Hotkey and Tooltip as you like.
Effects
Create a new Effect, called Fireball Damage, type Damage.
Set the Combat - Amount field to 45.
Set Effect - Death to Blast.
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
Click the Search - Search Filters - field and uncheck Ally and Player. Also set following fields to excluded:
Dead
Hidden
Invulnerable
Item
Missile
Stasis
Set Target - Impact Location to Target Point
New effect, name Fireball Impact, type Set.
Open Effect - Effects and add following effects:
Fireball Damage
Suicide
New effect, name Fireball Target Check, type Search Area
Open Search - Areas +, add a new entry using Radius: 0.3 and Effect: Fireball Impact
Click the Search - Search Filters - field and uncheck Ally and Player. Also set following fields to excluded:
Dead
Hidden
Invulnerable
Item
Missile
Stasis
New effect, name Fireball Persistent, type Create Persistent
Open Effect - Flags, check Persist until destroyed
Open Effect - Period Durations, add a new entry 0.0625
Open Effect - Periodic Effects, add a new entry Fireball Target Check
Change Target - Location + to Source Unit
New effect, name Fireball Destroy Persistent, type Destroy Persistent
Set Effect - Effect to Fireball Persistent
Set Target - Location + to Source Unit
Go to your Fireball Impact - effect and add Fireball Destroy Persistent to the list of effects.
New effect, name Fireball Launch R, type Launch Missile
Set Effect - Impact Effect to Fireball Impact.
Set Effect - Launch Effect to Fireball Persistent.
Open Movement - Movers, add a new entry: PunisherGrenadesWeapon (unnamed)
Set Target - Impact Location to Target Point
Set Unit - Ammo Unit to Fireball Missile
Copy the last created effect, rename it to Fireball Launch L, click suggest.
New effect, name Fireball Initial, type Create Persistent
Set Effect - Period Count to 2
Open Effect - Period Effects and add Fireball Launch R and Fireball Launch L
Open Effect - Periodic Offsets and add following entries:
x = 0.4 , y =-10, z = 0.5
x =-0.4 , y =-10, z = 0.5
Set Target - Location + to Source Point
Abilities
New ability, name Fireball, type Effect - Target
Open Ability - Commands +, select Execute, set the Default Button to Fireball
Set Effect - Effect to Fireball Initial
Set Stats - Range to 9
Actors
New actor, name Fireball Missile, type Missile, based on GenericAttackMissile
Set Unit Name to Fireball Missile
Set Art - Model to Yamato Weapon
Open Event - Events + and add this event:
Actor creation
Set Tint Color
Set the tint color to the RGB values 255,255,100 and the HDR multiplier to 4.0
New actor, name Fireball Impact, type Model, based on ModelAnimationStyleOneShot
Set Art - Model to 330mmBarrageCannonsImpact (unnamed)
Set Art - Scale to (1.5,1.5,1.5)
Open Event - Events, and create this event:
Effect.FireballImpact.Start
Create
Make sure the field Host + only contains something like (implicit, implicit, disabled). If there is a _selectable or something, remove it.
New actor, name Fireball Impact Sound, type Sound, based on SoundOneShot
Open Event - Events, and create this event:
Effect.FireballImpact.Start * create
Set Sound - Sound to Raven_HunterSeekerAttackImpact
New actor, name Fireball R, type Action, based on GenericAttack
Set Impact Effect to Fireball Impact and Launch Effect to Fireball Launch R
Open Attachment - Launch Attachment Query +, change the AMFilterWeapon00 - method to Filter WeaponRight
Open Combat - Launch Assets, set the Sound to Firebat_AttackLaunch
Copy the last created actor, rename it to Fireball L, click suggest
Change the Launch Effect to Fireball Launch L and the attachment method to Filter WeaponLeft.
Select the Firebat - Actor
Open Event - Events + and add the following Event:
Abil.Fireball.SourcePrepStart
AnimPlay Spell Attack
Units
Select the Firebat
Open Ability - Abilities +, add Fireball
Open Ability - Command Card +
Add the Fireball - Button to any free spot
Change the Command Type to Ability Command
Set the Ability to Fireball
For some visual enhancements, you can play around a little, for example add a prepare and finish time to the spell.
The Test Map
Everything related to the Fireball is prefixed with "Fireball -", so if you enter this in the search line, you will get only objects related to the fireball.
@madmaxII: Go
It still wouldn't work, though. The formatting things I used won't work when inside a spoiler.
@madmaxII: Go
Here. I reformatted the Fireball tutorial for people who've been having trouble reading it. I might reformat the others too if I get the time, 'cause this is pretty annoying to do :P
Units
Create a new unit called Fireball Missile, based on Default Settings (Projectile); click suggest for the ID and then ok.
Buttons
Create a new button called Fireball.
Textures
btn-ability-terran-bombardmendstrike-color.dds.
Effects
Create a new Effect, called Fireball Damage, type Damage.
New effect, name Fireball Impact, type Set.
New effect, name Fireball Target Check, type Search Area
New effect, name Fireball Persistent, type Create Persistent
New effect, name Fireball Destroy Persistent, type Destroy Persistent
New effect, name Fireball Launch R, type Launch Missile
New effect, name Fireball Initial, type Create Persistent
Abilities
New ability, name Fireball, type Effect - Target
Actors
New actor, name Fireball Missile, type Missile, based on GenericAttackMissile
New actor, name Fireball Impact, type Model, based on ModelAnimationStyleOneShot
New actor, name Fireball Impact Sound, type Sound, based on SoundOneShot
New actor, name Fireball R, type Action, based on GenericAttack
Copy the last created actor, rename it to Fireball L, click suggest
Select the Firebat - Actor
Units
Select the Firebat
For some visual enhancements, you can play around a little, for example add a prepare and finish time to the spell.
The Test Map
Everything related to the Fireball is prefixed with "Fireball -", so if you enter this in the search line, you will get only objects related to the fireball.