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    posted a message on Making a custom ability and dont know how?

    @GePanda An aoe attack that applies a behavior, like fungal growth would be slick. Mod the effect to move the targets out from center, instead of rooting them and dotting. Behavior also gives a nice little flag, in case you have to use a trigger to move all units with "insert_behavior_here" out from the center of the impact creating a "push" trigger. And if you reverse the values on the "push" trigger/behavior you can have another ability create an effect that pulls units to the center a "Pull" Trigger. Mothership's Vortex might also be something to look at as it has a pull to center effect you may be able to reverse, speed-up, etc.

    @KnifeSmile Try cloning the baneling's unit attack, for the base ability. "Targeting" if you will, assuming you want the unit to charge the victim. Which I feel would give some balance to this "Spawn Broodlings" style of ability. Rines and the like can potentially cut it down before payload is dropped. You can keep the damage as is (or tweaked) to self-balance for it to only work against certain types of units. For example, Your "Infector" unit charges a pile of rines, kills tons of them when it goes off generating tons of infested marines from that pile. (thanks to a base armor of 2, about 80-100 hp, a decent ground speed, and damage of about 60 vs biological ground units.) If the Infector charges a nest of bunkers at a choke though, it only deals 10-25 damage to a bunker and nothing is killed, so nothing spawns. You lose many resources, the terran player laughs at the noob zerg. This would be ideal for a "bane-roach" morph. Would also have to cost quite few resources for balance. It's a big swing to take up to 20 units from one army and give them to the other. Ways to offset this cost would be to have the spawns use supply if they are permanent, have a short duration if they are not. Have it only affect marines via a trigger. (remember to reset it at the end of the event.) Also the relative strength of the spawned unit must be acounted for. Does it spawn an infected marine, or an ultralisk?

    Alternatively, instead of doing aoe damage, make it a kill target effect. Splash damage can be an afterthought to buff it if it seems too weak in testing. So you can always put it back if need be. This makes it single target, so there is no big swing in forces unless you commit a big pile of "Infectors". As such the unit should be cheaper, more akin to a baneling. And the resultant spawn should be equally weak and most likely on a duration, not permanent. The cost balance is more relative to, "how much should killing unit x cost? Oh look, I got a rine too! +50 minerals"

    Cool part about the way the Editor is set up though, is that you can "trigger" the spawn effect from many sources unlike "WarTrigger" editor. You just have to find an ability or behavior that spawns a unit, there are probably even a few actors designed to do just such a thing. Clone/Duplicate/Copy means do so judiciously. Always try to make the ability from scratch. You learn tons more from practice than dictation. Like the amount of values to be linked in a single ability, and where they are located, just to make the blasted thing more than a black circle or white sphere, if it even shows up at all. Oh, and always reset triggers you expect to repeat. Play with it, you will probably amaze even yourself with the awesome you can create. Great idea for a unit by the way. I look forward to watching the marines scream.

    Posted in: Miscellaneous Development
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