I would actually use a "Set" rather than a create persistent, which is what I think progammer is trying to say. The set being a set of "Apply Behavior" and "Damage". Create persistent is more for lighting the ground on fire (or psi-storm).
Essentially:
Weapon - This is your weapon, it should be set up like you already have
Effect (Damage) - The weapons damage upon attacking a target (You can have this use the same effect, since the actor is already attached)
Effect (Apply Behavior) - Set this to apply your buff
Effect (Set) - Combine the above two effects
Set the weapon's Effect to the Effect (Set)
A custom missile ability will be almost exactly the same as custom missile weapon. The only difference is you have to call the initial effect using an ability instead of a weapon. This works the opposite way as well. You can make a weapon use an ability (like a psi-storm gun, or a yamato cannon cannon).
Quick example: Marauders use a "Marauder - Punisher Grenades (Launch Missile)" effect when firing their weapons. So, you can create an ability (target) that calls the same effect.
Use a unit group:
(Number of Living units in (Any units in (Entire map) owned by player Any Player matching Excluded: Missile, Dead, Hidden, with at most Any Amount)) >= 1
There's a validator called "is stationary". Add it to the appropriate data (If you're using a aura-buff-thing, apply it to the caster's buff under "disable validator").
Health bars can be offset as well.
Missile impacts will be difficult...
I would definitely use some Site Ops.
Create a dummy unit (transparent or something), and attach the model for the Space Platform. Use an attach to attach the model to the origin. Finally, use a local offset site operation to move the platform into position (Z is up or down).
Check out the Queen's Transfusion ability. It uses an effect type called "Modify Unit".
You can modify unit regeneration in a buff-type behavior.
Do you want the shield to absorb a % of damage (like a reduction) or do you want it to be like the protoss shield? You can do both through buff-type behaviors.
All spells can be given cast times (Cast Time Start data field).
0
@Nahotnoj: Go
I would actually use a "Set" rather than a create persistent, which is what I think progammer is trying to say. The set being a set of "Apply Behavior" and "Damage". Create persistent is more for lighting the ground on fire (or psi-storm).
Essentially:
Weapon - This is your weapon, it should be set up like you already have
Effect (Damage) - The weapons damage upon attacking a target (You can have this use the same effect, since the actor is already attached)
Effect (Apply Behavior) - Set this to apply your buff
Effect (Set) - Combine the above two effects
Set the weapon's Effect to the Effect (Set)
0
@Creation25: Go
A custom missile ability will be almost exactly the same as custom missile weapon. The only difference is you have to call the initial effect using an ability instead of a weapon. This works the opposite way as well. You can make a weapon use an ability (like a psi-storm gun, or a yamato cannon cannon).
Quick example: Marauders use a "Marauder - Punisher Grenades (Launch Missile)" effect when firing their weapons. So, you can create an ability (target) that calls the same effect.
0
@agfct: Go
You need to:
As well as create any relevant actors. Details can be found in the tutorial section, there are several tutorials about creating custom abilities.
0
@jfunk12343: Go
The "Build" ability holds the data for what is built, how much it costs, and how much time it takes (this in the Info+ field).
0
@OverPoweredZeratul: Go
Use a unit group:
(Number of Living units in (Any units in (Entire map) owned by player Any Player matching Excluded: Missile, Dead, Hidden, with at most Any Amount)) >= 1
0
@Ruzial: Go
This may help: http://forums.sc2mapster.com/development/tutorials/1646-data-create-a-wc3-like-experience-sharing-system/
0
@OverPoweredZeratul: Go
There are several good tutorials in the tutorial section pertaining to Site Ops. They're very useful for making fancy pretty things.
0
@Wolf1322: Go
There's a validator called "is stationary". Add it to the appropriate data (If you're using a aura-buff-thing, apply it to the caster's buff under "disable validator").
0
@TECGhost: Go
I'm not sure, but considering that SC2's points can be different textures.... I'd guess not.
Correct me if I'm wrong though.
0
@JohnnySmash: Go
You can fudge it. try: http://forums.sc2mapster.com/development/tutorials/6365-data-unit-afterimage-effect/#p16 Using Green-tinted blood splatters?
0
@Nightbane90: Go
There's the "Damage Display Effect" in a weapon as well, don't forget to set that to the same effect as the weapon effect.
0
@wowacesucksmassivekok: Go
Its different for everyone really. Personally, I like to try things on my own before asking questions.
0
@OverPoweredZeratul: Go
Please don't bump quite so often.
Health bars can be offset as well. Missile impacts will be difficult...
I would definitely use some Site Ops.
Create a dummy unit (transparent or something), and attach the model for the Space Platform. Use an attach to attach the model to the origin. Finally, use a local offset site operation to move the platform into position (Z is up or down).
0
@Chriggix: Go
Check out the Queen's Transfusion ability. It uses an effect type called "Modify Unit".
You can modify unit regeneration in a buff-type behavior.
Do you want the shield to absorb a % of damage (like a reduction) or do you want it to be like the protoss shield? You can do both through buff-type behaviors.
All spells can be given cast times (Cast Time Start data field).
0
@ViG01: Go
I imagine it would be something like this: http://forums.sc2mapster.com/development/tutorials/6365-data-unit-afterimage-effect/#p16