Here is the second weapon. I'm not gonna make a vid.
The overseer shoots out a missile (Spore Crawler - Acid Spew), strikes a target, then split into 2 (Roach - Acid Saliva). Each of them, after hitting the target, will disappear, strike another target, or split into 2 again. This will be a chain reaction which, if you are not unlucky, will kill all visible enemies. EPIC EPIC (again, =OVERPOWERD) weapon.
Type "sawnoutofmemory" into dialog to enable full sight to test the map
If your computer doesn't have a high performance, change as follows:
Effect - Spore Crawler - Spore Crawler (Missile) Copy Ammo Unit: Weapon - ATA Laser Battery
Just reminds me of a game called Creeper World. The enemies, "creepers", spawn "creep" (somewhat like SC) and the creep stacks. The objective of the game is to push back the creep and eventually destroy the creepers , and there are weapons for quickly destroying 1 layer of creep and weapons with long cooldowns which can destroy layers of creep in an area. Google it if you like to see the game. If someone can recreate that, I will definitely play it.
I'll delete the edits on the old post and fix the formatting a couple of hours later and make a new one. Just check the Kill flag in the damage effect and you can kill anyting in 1 shot. And the missile weapon not only shoot 2. It shoots anything within 7 range.
Below that time variant field, there is another field (don't remember the name) which is set to "Automatic" be default. "Automatic" means to ignore the time variant field completely. Change it. Tell me the results also 'cuz I'll do the same
Did you duplicate the actor? I encountered this problem a few times and I remember it is to do with the actor. Either you didn't duplicate the actor, or you have to set the Missile field of the actor to point to another actor. If it's the latter, Look at the original actor from which you duplicated.
I'm also making a charged ability. So far I have reached one which charge with a channeled, UNINTERRUPTABLE ability. I can interrupt it if I create another ability, which I don't want. So, I would like to know how also.
Interesting I am doing something similar. I'm making an upgraded Overlord which has an attack and an epic ability. I'll make a new map (the old one is so messy) and a vid when I'm back home.
The sound was off because I wanted the attached bomb animation to finish countdown so the players know when the bomb go off without the buff countdown. But I just figured out how to quicken the animation. Uploading lastest version......
Now the bomb goes off in 3 secs
EDIT: Yet another new version.
I have added explosion range indicator
Vid remake later.
The Impact Loction+ field of the Beam Swarm (Search) should be Source Unit. Else, the additional beams will find their targets 360 to 500 units FROM THE TARGET OF THE 1st BEAM, giving a range larger than you set in your weapon.
Note that SCV is BOTH Mech and Bio. My abil can target SCVs.
Map attached, vid here:
First of all, I am not a very good editor. Bunch of ppl here can do much better than me. I'm just taking this exercise as a challenge.
Time taken: 1hr
The following list follow roughly chronological order in which they happen when the ability is used. So you will find Objects specified in one field appear later in the list.
If you feel confused, summary is after the list.
Ability - Sticky Bomb (Effect - Target) Commands:
-1st row, Default Button: Sticky Bomb (D8Charge(Unnamed) if you don't want to create new button) Target Filters: Required: Ground, Mechanical, Visible; Excluded: Dead, Invulnerable, Missile, Stasis Effect: Sticky Bomb (Missile) Range: (5)
Effect - Sticky Bomb (Missile) (Duplicated Reaper - D-8 Charge (Launch Missile), the one from Liberty:SC2Mod) Impact Effect: Sticky Bomb (Behaviour) Launch Location: Caster Unit (Not sure this make a difference though)
Actor - Sticky Bomb (Duplicated IrradiateEffect(Unnamed)) Model: Sticky Bomb (Attach) Events:
-Behaviour.StickyBomb.On: Create
-Behaviour.StickyBomb.Off: Destroy
-ActorCreation: AnimPlay Stand Stand PlayForever -1 -1 2.7 AsDuration
-ActorOrphan: Destroy (Unedited) Host Site Operations:
-Operations: SOpAttachOverhead
Actor - Sticky Bomb (Sounds) (Duplicated ReaperD8Attack(Unnamed)) Impact Effect: Sticky Bomb (Behaviour) Launch Effect: Sticky Bomb (Missile)
(I believe editing the above 2 tokens will fix all field not taken care about below) Missile: ReaperD8AttackMissile Model: Sticky Bomb (Attach) Impact Map:
-Index: None
-Art-Model: (None)
-Sound: Reaper_D8ChargeAttackImpact
Actor - Sticky Bomb Range (Duplicated G4ChargeRange(Unnamed)) Ability: Sticky Bomb
Actor - Sticky Bomb Splash Range (Range, Based on Range Behaviour) Range: 3 Events:
-Behaviour.StickyBomb.On: Create
-Behaviour.StickyBomb.Off: Destroy
-ActorOrphan: Destroy (Unedited)
Summary:
This ability used existing data for G-4 Cluster Bomb of Reaper and Irradiate.
The ability Sticky Bomb uses Sticky Bomb (Missile) launch missile effect from G-4. The missile applies a behaviour (buff) Sticky Bomb to the target and Sticky Bomb actor, copied from Irradiate since it has a "follow" effect, attaches the Sticky Bomb (Attach) model to the target, while Sticky Bomb (Sounds) add sounds properly. After the 3-second delay expired, D-8 Cluster Bomb Explode Damage is used to deal splash damage, and D8 Cluster Bomb Attack Launch create explode visual effect.
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Here is the second weapon. I'm not gonna make a vid.
The overseer shoots out a missile (Spore Crawler - Acid Spew), strikes a target, then split into 2 (Roach - Acid Saliva). Each of them, after hitting the target, will disappear, strike another target, or split into 2 again. This will be a chain reaction which, if you are not unlucky, will kill all visible enemies. EPIC EPIC (again, =OVERPOWERD) weapon.
Type "sawnoutofmemory" into dialog to enable full sight to test the map
If your computer doesn't have a high performance, change as follows:
Effect - Spore Crawler - Spore Crawler (Missile) Copy
Ammo Unit: Weapon - ATA Laser Battery
Effect - Spore Crawler - Spore Crawler (Damage)
Death: Burn (realistic) / Normal (low performance) / Remove (even lower performance)
0
Just reminds me of a game called Creeper World. The enemies, "creepers", spawn "creep" (somewhat like SC) and the creep stacks. The objective of the game is to push back the creep and eventually destroy the creepers , and there are weapons for quickly destroying 1 layer of creep and weapons with long cooldowns which can destroy layers of creep in an area. Google it if you like to see the game. If someone can recreate that, I will definitely play it.
0
Done some tests today. My 2nd weapon is quite nice now. Maybe I'll make and post it if I have some more spare time before WDE #3.
BTW, I should learn SOps after I make the map
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I am planning to do another weapon if I have spare time. My ranking is dropping.......
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The EPIC EPIC (= OVERPOWERED) Overseer is finally here.
Assuming you know how to arm the weapons once they are done.
Acid
Of course you have to edit some fields to point to the right object.
Psi Bombard
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@nevjmac: Go
I'll delete the edits on the old post and fix the formatting a couple of hours later and make a new one. Just check the Kill flag in the damage effect and you can kill anyting in 1 shot. And the missile weapon not only shoot 2. It shoots anything within 7 range.
0
Below that time variant field, there is another field (don't remember the name) which is set to "Automatic" be default. "Automatic" means to ignore the time variant field completely. Change it. Tell me the results also 'cuz I'll do the same
0
Did you duplicate the actor? I encountered this problem a few times and I remember it is to do with the actor. Either you didn't duplicate the actor, or you have to set the Missile field of the actor to point to another actor. If it's the latter, Look at the original actor from which you duplicated.
Will check back home.
0
I'm also making a charged ability. So far I have reached one which charge with a channeled, UNINTERRUPTABLE ability. I can interrupt it if I create another ability, which I don't want. So, I would like to know how also.
0
Interesting I am doing something similar. I'm making an upgraded Overlord which has an attack and an epic ability. I'll make a new map (the old one is so messy) and a vid when I'm back home.
0
I have an attack which launch 3 missiles to 3 individual targets and has a period of 0.6. Search area worked perfectly.
Now, I want the 3 missiles to have indiviual delays.
I.e., The 1st missile is shot at target 1, the 2nd missile comes 0.2 secs after that, and the 3rd 0.2 secs later.
How, if possible?
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[reply=224342]
What they said, and keep in mind that the morph stage
--
the cocoon still takes up food.So find Zergling, Baneling Cocoon, and Baneling in Units, for each of them search "Suppiles" field , and change those to 0.
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@nevjmac: Go
The sound was off because I wanted the attached bomb animation to finish countdown so the players know when the bomb go off without the buff countdown. But I just figured out how to quicken the animation. Uploading lastest version......
Now the bomb goes off in 3 secs
EDIT: Yet another new version.
I have added explosion range indicator
Vid remake later.
0
The Impact Loction+ field of the Beam Swarm (Search) should be Source Unit. Else, the additional beams will find their targets 360 to 500 units FROM THE TARGET OF THE 1st BEAM, giving a range larger than you set in your weapon.
0
Note that SCV is BOTH Mech and Bio. My abil can target SCVs.
Map attached, vid here:
First of all, I am not a very good editor. Bunch of ppl here can do much better than me. I'm just taking this exercise as a challenge.
Time taken: 1hr
The following list follow roughly chronological order in which they happen when the ability is used. So you will find Objects specified in one field appear later in the list.
If you feel confused, summary is after the list.
Ability - Sticky Bomb (Effect - Target)
Commands:
-1st row, Default Button: Sticky Bomb (D8Charge(Unnamed) if you don't want to create new button)
Target Filters: Required: Ground, Mechanical, Visible; Excluded: Dead, Invulnerable, Missile, Stasis
Effect: Sticky Bomb (Missile)
Range: (5)
Effect - Sticky Bomb (Missile) (Duplicated Reaper - D-8 Charge (Launch Missile), the one from Liberty:SC2Mod)
Impact Effect: Sticky Bomb (Behaviour)
Launch Location: Caster Unit (Not sure this make a difference though)
Effect - Sticky Bomb (Behaviour) (Apply Behaviour)
Behaviour: Sticky Bomb
Behaviour - Sticky Bomb (Buff)
Alignment: Negative
Expire Effect: D-8 Cluster Bomb Explode Damage
Duration: 3
Display Countdown: Self, Ally, Neutral, Enemy
Icon: Assets\Textures\btn-ability-terran-d8charge.dds
Tooltip: Sticked on
Actor - Sticky Bomb (Duplicated IrradiateEffect(Unnamed))
Model: Sticky Bomb (Attach)
Events:
-Behaviour.StickyBomb.On: Create
-Behaviour.StickyBomb.Off: Destroy
-ActorCreation: AnimPlay Stand Stand PlayForever -1 -1 2.7 AsDuration
-ActorOrphan: Destroy (Unedited)
Host Site Operations:
-Operations: SOpAttachOverhead
Actor - Sticky Bomb (Sounds) (Duplicated ReaperD8Attack(Unnamed))
Impact Effect: Sticky Bomb (Behaviour)
Launch Effect: Sticky Bomb (Missile)
(I believe editing the above 2 tokens will fix all field not taken care about below)
Missile: ReaperD8AttackMissile
Model: Sticky Bomb (Attach)
Impact Map:
-Index: None
-Art-Model: (None)
-Sound: Reaper_D8ChargeAttackImpact
Model - Sticky Bomb (Attach) (Duplicated D-8 Charge)
Scale Maximum: (1.2,1.2,1.2)
Scale Minimum: (1.2,1.2,1.2)
Effect - D-8 Cluster Bomb Explode Damage (Edit)
Amount: 100 (Arbitary, I set to 100 to show splash effect in vid)
Area:
-Index:0
-Radius: 3
Model - D8 Cluster Bomb Attack Launch (Edit)
Scale Maximum: (5,5,5)
Scale Minimum: (5,5,5)
The following are kinda optional......
Button - Sticky Bomb (Duplicated D8Charge(Unnamed))
Tooltip: Throw Sticky Bomb.
Actor - Sticky Bomb Range (Duplicated G4ChargeRange(Unnamed))
Ability: Sticky Bomb
Actor - Sticky Bomb Splash Range (Range, Based on Range Behaviour)
Range: 3
Events:
-Behaviour.StickyBomb.On: Create
-Behaviour.StickyBomb.Off: Destroy
-ActorOrphan: Destroy (Unedited)
Summary:
This ability used existing data for G-4 Cluster Bomb of Reaper and Irradiate.
The ability Sticky Bomb uses Sticky Bomb (Missile) launch missile effect from G-4. The missile applies a behaviour (buff) Sticky Bomb to the target and Sticky Bomb actor, copied from Irradiate since it has a "follow" effect, attaches the Sticky Bomb (Attach) model to the target, while Sticky Bomb (Sounds) add sounds properly. After the 3-second delay expired, D-8 Cluster Bomb Explode Damage is used to deal splash damage, and D8 Cluster Bomb Attack Launch create explode visual effect.