Everyone loves ghosts, it's a fact. Their ability "Sniper" is a fun ability to use. It *is* a bit boring however, so let's spice it up. I'll be Adding a Siege Tank explosion to the sniper's target using actors.
Actors are applied to Abilities (as well as behaviors and anything else really) through "Events" which work like triggers. So let's start by creating an actor.
Go to the "Actors" tab in the data editor and create a new actor (Hint: Right Click)
This actor should have the "Actor Type" of "Model" and be "Based On" "ModelAnimationStyleOneShot" (This tutorial can also be applied to sounds, just use "Sounds" instead of "Model" for type. And set "Based On" to play as a one shot)
Now select and double click the "Events+" field in the actor you just created and a dialog should pop up
The left hand side is the list of the events, right click here and click "Add Event"
Click on the newly created event right next to the red flag (Hint: After creating an event, it'll automatically highlight the line under what we want)
On the right panel, select "Msg Type" to be "Ability"
Set the "Source Name" to be "Ghost - Sniper"
Set the "Sub Name" to be "TargetFinishStart"
Now select the line under the red flag (Hint: It probably says "ActionImpact")
On the right, change "Msg Type" to "Create"
Now hit "Ok"
That's it you're done, the event's set!
Well.. Almost~ Keep reading!
Under the Actor's fields, highlight "Model" and double click
Set the dialog to "Siege Tank Sieged Attack Impact"
You can create a "buff" behavior, and set it to hidden.
The behavior needs "Damage Response" to be set to the % (1 = 100%, 0 = 0%) to activate, then down at the bottom you can select what types of attacks will be dodged. The "Modify Fraction" should be set to 0.
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@Nothing5: Go
Event -
A unit is created
Action
Order (triggering unit) to _
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Is this what you wanted?
Basically - Behavior (Buff) with Period Event (Spawn Unit) on your Missile Unit
I really should be doing homework.
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Not a problem, made a tutorial for it. Now going to bed.
http://forums.sc2mapster.com/development/tutorials/1047-data-adding-sfx-to-abilities/
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Everyone loves ghosts, it's a fact. Their ability "Sniper" is a fun ability to use. It *is* a bit boring however, so let's spice it up. I'll be Adding a Siege Tank explosion to the sniper's target using actors.
Actors are applied to Abilities (as well as behaviors and anything else really) through "Events" which work like triggers. So let's start by creating an actor.
Go to the "Actors" tab in the data editor and create a new actor (Hint: Right Click)
This actor should have the "Actor Type" of "Model" and be "Based On" "ModelAnimationStyleOneShot" (This tutorial can also be applied to sounds, just use "Sounds" instead of "Model" for type. And set "Based On" to play as a one shot)
Now select and double click the "Events+" field in the actor you just created and a dialog should pop up
The left hand side is the list of the events, right click here and click "Add Event"
Click on the newly created event right next to the red flag (Hint: After creating an event, it'll automatically highlight the line under what we want)
On the right panel, select "Msg Type" to be "Ability"
Set the "Source Name" to be "Ghost - Sniper"
Set the "Sub Name" to be "TargetFinishStart"
Now select the line under the red flag (Hint: It probably says "ActionImpact")
On the right, change "Msg Type" to "Create"
Now hit "Ok"
That's it you're done, the event's set!
Well.. Almost~ Keep reading!
Under the Actor's fields, highlight "Model" and double click
Set the dialog to "Siege Tank Sieged Attack Impact"
Now Test it!
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You have to specify Events+ on the actor.
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You can create a "buff" behavior, and set it to hidden.
The behavior needs "Damage Response" to be set to the % (1 = 100%, 0 = 0%) to activate, then down at the bottom you can select what types of attacks will be dodged. The "Modify Fraction" should be set to 0.
This *should* work
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Had some issues, because my "Fraction" was 0 instead of 1 - FAIL.
But it's working now, and even has sfx!
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@Nothing5: Go
I don't think so. Let me make a demo map.
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@Nothing5: Go Data Editor
[Effect Tab]
Right Click -> New Effect (Effect Type: Search Area)
(None) - Areas +
Add an are with radius etc, effect should be your damage effect
Search Filters, to Whatever (Ground Required, Self Excluded probably)
[Ability Tab]
Right Click -> New Ability (Ability Type: Effect - Instant)
Set Effect to the created effect...
Or so.
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Apparently... The "Up Vector" doesn't do anything?
I tried changing it's values (for naught), quite literally NOTHING happened.
(Test Map, W+S change Pitch, A+D change Roll (Doesn't work), Q + E Change Yaw
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I'm at work right now, so I can't try anything. I'll see if I can figure anything out when I get back to my dorm.
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@Strigiformes: Go Hmm, I got it to go about it's relative X axis:
See attached screenshot.
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Annnnnd I'm off to work.
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I have a similar map: http://www.sc2mapster.com/maps/g-3pshooter/
Your projectiles seem to be working better than mine are though. I'd love to see how you did yours.
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@ladpointaron:
There's a couple ways you can do it. I scripted bullets using units and a combination of Cartesian and polar vectors.
"Camera - Camera Yaw of Player" is the key player for shooting (and moving)