I exported an M3 from WoW, but isn't showing up as when attached to my cursor splat. The data is correct, but I figured something needed else needed to be done - considering all of the cursor splats that SC2 provides work for my cursor splat.
I've created two abilities. Both are EffectTargets. One of them will walk into range and cast the ability, the other won't. Am I missing a flag somewhere?
The ability that will not walking to the range is launcing a missile.
I looked at that, but I couldn't change the model to not be a tentacle =/
I am trying to recreate the Death Grip spell from WoW, using something like the Archon's attack beam. I think I understand the Launch Missle effect pretty well, but I don't know which model to which.
Is the Impact Effect where you reference a mover to bring it back to the unit? So it would be like this:
Ability -> Effect Launch Missle -> Impact Effect (which would use the mover to bring it back to the Source Unit)?
I am trying to make an Instant AoE that comes from the Caster. I have the ability set to Effect - Instant, but it's asking for a target, which I don't want to have to target anything. I don't think I'll need a Persistent or anything because I just want it to be one big hit from the Effect Damage data.
I solved my own question, but in case you are coming here to see an answer, here is how my mind made this DoT work.
Button) Make a button to click
(Effect) Make a Damage Effect. This is the damage they take when hit by the ability
(Behavior) Make a Buff Behavior - This is a buff or debuff when hit by the ability, which is linked to your Effect Damage
(Effect) Make an Apply Behavior - This is the effect that applies the Buff or Debuff
(Effect) Make a Set - Set is a link of effects that need to be applied to more than one effect. Put them all into the set and the run the set instead of the
effect.
- In this case, you need a set to apply the effects to make a Dot; the Effect Damage and the Buff/Debuff behavior
Now, this isn't leaving the DoT, but to me it should be since the BEHAVIOR is set to tick every 3 seconds. I believe I would need a persistent, but I don't know why? Can anyone shine some light on this?
Looking for some advise on how to make Graviton Prison pull the enemy toward the caster (much like Death Grip in WoW). Anyone know what I might have to add? I've tried a bunch of different actors, but can't seem to find one that will work.
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@DrSuperEvil: Go
How did you achieve this? Changed the model on the Zerg AoE Cursor Model to something else and it still comes up blank.
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Anyone know what it takes to make a custom splat?
I exported an M3 from WoW, but isn't showing up as when attached to my cursor splat. The data is correct, but I figured something needed else needed to be done - considering all of the cursor splats that SC2 provides work for my cursor splat.
Thanks!
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@Shieldnutzz: Go
Here is the create unit:
Field Army of the Dead Create Unit
(Basic) Effect: Creation Options + Birth, Drop Off, Offset By Radius, Placement, Ignore Blockers, Provide Complete Tech
(Basic) Effect: Effect - Spawn Army of the Dead Timed Life
(Basic) Effect: Spawn Unit Zergling
Editor: Editor Categories
Editor: Editor Name Army of the Dead
Editor: Editor Suffix Create Unit
And I do want a persistent because I want them spawned at intervals, not at the same time.
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Running into a persistent not working with a Create Unit effect. Anyone have any expertise in this?
Basic) Effect: Period Count 10
(Basic) Effect: Period Durations + (0.2500)
(Basic) Effect: Period Effects + (Create Zealot Unit)
Editor: Editor Suffix - Create Persistent
Only the one Zealot is created, but this seems to be setup correctly.
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I've created two abilities. Both are EffectTargets. One of them will walk into range and cast the ability, the other won't. Am I missing a flag somewhere?
The ability that will not walking to the range is launcing a missile.
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@JademusSreg: Go
http://www.sc2mapster.com/forums/general/general-chat/37616-tutorial-demo-1-5-alpha-launch-missile-effect-to-create/
I looked at that, but I couldn't change the model to not be a tentacle =/
I am trying to recreate the Death Grip spell from WoW, using something like the Archon's attack beam. I think I understand the Launch Missle effect pretty well, but I don't know which model to which.
Is the Impact Effect where you reference a mover to bring it back to the unit? So it would be like this:
Ability -> Effect Launch Missle -> Impact Effect (which would use the mover to bring it back to the Source Unit)?
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@TheSC2Maniac: Go
Hm, figured as much, I must be doing the targeting locations wrong.
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@DrSuperEvil: Go
Thanks for the help on this. I am looking to make just a basic pull (looks like Death Grip) which effects would I need?
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@MasterWrath: Go
Ah! Thanks!
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@Necromoni: Go
Any reason why my character's moving stops when I use the ability...no clue what that's from
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@MasterWrath: Go
An Effect Set with an Apply Behavior and Effect Damage. The Behavior leaves a DoT
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I am trying to make an Instant AoE that comes from the Caster. I have the ability set to Effect - Instant, but it's asking for a target, which I don't want to have to target anything. I don't think I'll need a Persistent or anything because I just want it to be one big hit from the Effect Damage data.
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@bigredalpha: Go
I solved my own question, but in case you are coming here to see an answer, here is how my mind made this DoT work.
Button) Make a button to click
(Effect) Make a Damage Effect. This is the damage they take when hit by the ability
(Behavior) Make a Buff Behavior - This is a buff or debuff when hit by the ability, which is linked to your Effect Damage
(Effect) Make an Apply Behavior - This is the effect that applies the Buff or Debuff
(Effect) Make a Set - Set is a link of effects that need to be applied to more than one effect. Put them all into the set and the run the set instead of the effect. - In this case, you need a set to apply the effects to make a Dot; the Effect Damage and the Buff/Debuff behavior
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I am creating a really basic DoT, and my brain isn't thinking correctly....I think?
Ability
Field Outbreak (Basic) Ability: Commands + (Outbreak|(None)):((Disabled|Disabled|Enabled|Disabled)|(Disabled|Disabled|Disabled|Disabled)):(Available|Available):(None|None)
(Basic) Ability: Name Outbreak
(Basic) Effect: Effect + (Outbreak Damage)
(Basic) Stats: Range + (10)
Editor: Editor Categories AbilityorEffectType:Units
Behavior
Field Outbreak (Debuff)
(Basic) Behavior: Alignment Negative
(Basic) Behavior: Name Outbreak
(Basic) Effect: Effect - Initial Outbreak Damage
(Basic) Effect: Effect - Periodic Outbreak Damage
(Basic) Stats: Duration 30.0000
(Basic) Stats: Period 3.0000
(Basic) Stats: Period Count 10
Editor: Editor Categories AbilityorEffectType:Units
Editor: Editor Suffix (Debuff)
Effect =====:
Field Outbreak (Debuff)
(Basic) Behavior: Alignment Negative
(Basic) Behavior: Name Outbreak
(Basic) Effect: Effect - Initial Outbreak Damage
(Basic) Effect: Effect - Periodic Outbreak Damage
(Basic) Stats: Duration 30.0000
(Basic) Stats: Period 3.0000
(Basic) Stats: Period Count 10
Editor: Editor Categories AbilityorEffectType:Units
Editor: Editor Suffix (Debuff)
Now, this isn't leaving the DoT, but to me it should be since the BEHAVIOR is set to tick every 3 seconds. I believe I would need a persistent, but I don't know why? Can anyone shine some light on this?
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Looking for some advise on how to make Graviton Prison pull the enemy toward the caster (much like Death Grip in WoW). Anyone know what I might have to add? I've tried a bunch of different actors, but can't seem to find one that will work.