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    posted a message on Shameless ability show-off (traffic)

    @LucidIguana: Go

    thanks. The option with Tychus was to use stand animation instead(in that case the legs were moving a little bit, model plays "Stand Left" and "Stand Right" anims) but then there won't be bullet shells from "Attack" animation, so i chosed second :{.

    In heroes of the storm blizz separated somehow anims for different body parts, and as you can see there heroes can play attack and spell anims while on move. In sc2 models there is no such functionality. Even siege tank model can't "blend" Walk with Attack anim if you tweak the weapon so it will shoot on the move.

    I think it's not a big deal though.

    I also made so the rotation starting angle is random as well as rotation direction, just because it is "boss" unit and i wanted a bit randomness instead of realistic look :{

    Posted in: Miscellaneous Development
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    posted a message on Shameless ability show-off (traffic)

    Nothing spectacular but trying some spells for bosses: Tychus and Fire Kerrigan :{. Managed to avoid use of kinetic for Kerrigan skill and used just force effect with tricky vector. Also, this site lacks of ability showcases so: XD

    http://i.giphy.com/3o6ZtoVIDjzVNR7Pag.gif

    http://i.giphy.com/l0HlSSw1wYEdBRVgQ.gif

    Posted in: Miscellaneous Development
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    posted a message on Launch a missile out evenly in a circle
    Quote from abvdzh: Go

    In case your period is > 0

    wanna add since the idea just came to mind. Even if your missiles launch simultaneously you can do a bit ugly workaround: Create new unit object for each missile (from your first post i see it must be 15) and put desired values in facing field. Then you can create this units with "set facing" flag on in "Create Unit" effect, thus you'll get the directions for your missiles.

    Edit: also i forgot about new functionality added in "modify unit" effect, my bad. There are new fields copy facing and facing adjustment. I cant figure out needed setup on the fly but with that modify unit effect used as iterator (copy previous facing + facing adjustment) you can probably get away with only 1 or 2 dummy units max. Try this out should work much better than previous suggestion lol ;{

    Sounds kind of shitty but will probably get the job done....

    @DrSuperEvil: Go

    I don't think so, i only remember Zolden posted some preset values for Random Point in a Circle distribution

    Posted in: Data
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    posted a message on Launch a missile out evenly in a circle

    In case your period is > 0 (not all missiles launch immediately, but in a sequence, like some kind of d2's Frozen Orb skill) you can throw this junk out of the window, and use "kinetics" instead (https://www.sc2mapster.com/forums/development/data/86236-practical-kinetics/). Just make a dummy unit which rotates around the caster with kinetics. It will serve as a target for the launch missile effect. I personaly already updated my old Frozen Orb skill this way.

    Posted in: Data
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    posted a message on [Solvedish] Recreating the Alpha Colossus Weapon

    so i don't have a clue what is this colossus weapon from alpha version. If you have a good video which clearly shows how it works i might help.

    Posted in: Data
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    posted a message on Periodic validator doesn't work?

    @coffeeclubbr: Go

    it works (it ends the persistent effect) you just need to have periodic validator both on persistent effect and on periodic effect. This is only required for 0 sec period.

    So does my suggestion fixed your issue or not?

    This error pops up when you accidentaly put Persistent effect in Periodic effect of the same Persistent (at least from my experience). Double check what you've done.

    Posted in: Data
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    posted a message on Periodic validator doesn't work?

    @coffeeclubbr: Go

    if your period duration is 0 you need to put your periodic validator to periodic effects (i assume damage effect?) also, otherwise it will be infinite cycle, because persistent won't get chance to perform validation.

    so, every time you use period 0 you should put periodic validator to periodic effect as well.

    If period 0 sec is not the case then you probably doing something wrong.

    Posted in: Data
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    posted a message on Need ideas for ability augment

    @njordys: Go

    this is cool idea for WoW raid boss but in my map it is single player with relatively low hp character and the bosses hp are 600 - 800. character hero is 300 hp / 15-20 dmg. So the fights are pretty fast it's either you can beat enemy or die, so probably won't work in my case.

    Posted in: Miscellaneous Development
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    posted a message on Need ideas for ability augment

    @nolanstar: Go "Blight Seed" gameplay idea is realy cool. thanks for the suggestions!

    Posted in: Miscellaneous Development
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    posted a message on Need ideas for ability augment

    the beam stuff i have as an ability of another boss unit and it doesn't fit zerg imo. I have Tychus boss that do whirlwind while shooting from minigun for example, it is pretty fun and fitting abil.

    I just cant come up with something for Defiler, but i realy like the model and want to use it XD. Right now i think of

    1) poison nova,

    2) leech attack with his tail (when life drops low)

    3) burrow charge? or some unit spawning abil.

    _________(boring noob-complexity-level-abilities)

    4) - ? I realy want at least one complex (in implementation) and cool looking abil for the boss. I browsed all zerg effects yesterday but nothing cool comes to mind :{

    Posted in: Miscellaneous Development
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    posted a message on Need ideas for ability augment

    I'm doing next data - based (autocast abils) boss now. I decided to use new defiler model for it (the textured one).

    Kinda need ideas for it's abilities too (planned 4 abils max). Thought of something classic/borring like poison nova, etc. Mb something like burrow strike.

    Mostly interesting in ideas with cool ability interactions and something that will add unique behavior to this boss. Example: 1st abil summon baneling like units that explode on death dealing damage, 2nd abil cast frenzy buff that force units in area to attack each other randomly. So basicaly want some synergy to make player suffer hard enought. The player character is ranged fyi.

    i'm using 2-3 stages for my boss units which activate new abils when boss life drops to 2/3 or 1/3 usualy (sometimes another values)

    Any input with ideas will be helpful feel free to put something below.

    Posted in: Miscellaneous Development
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    posted a message on What part of using the editor do you find the most tedious?

    everything is tedious because of some hidden code that i can't figure out by just default user interface. I don't know how everything is handled internaly, BUT the funny thing the editor demand this knowledge to make things that work properly. So even simple idea turns nightmare most of time because the thing that you set up in your head that SHOULD work obviously won't work as intended at first implementation.

    i tell this: if you want something more than firing missile then youre in a lot of trouble.

    Posted in: General Chat
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    posted a message on Need ideas for ability augment

    @DrSuperEvil: Go

    Chance to turn hostile kind of cool but the augment should be worth developing by itself (it should provide high gameplay impact in different battlefield conditions) and since there will be powerful single targets (boss like units) this augment might be worthless compared to other options.

    Your other two suggestions sound good thanks.

    Posted in: Miscellaneous Development
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    posted a message on Need ideas for ability augment

    @DuckyTheDuck: Go

    i forgot to mention silence effect. Already have it.

    @GlornII: Go

    y its pretty annoying, can't finish this stupid skill set to fully test it in environment because almost all my other augments are build-centric. I want player to choose mostly 2 abilities at start which got great synergy. Already worked out some cool stuff but stuck with this one for 1 day :<

    Posted in: Miscellaneous Development
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    posted a message on Need ideas for ability augment

    Hey i kinda ran out of ideas with augments for abilities so want some help with it.

    The system of ability development looks as folowing: Player learn one of 4 base abilities and can choose one from 2 available augments for further development or spend points only for base ability improvement. (1st screen)

    So it sounds stupid but i kinda want some unique effect for abil from 2nd screenshot. It is simple launch-missile-deal-damage kind of ability. As you can see i made one augment which gives a chance for -100% cooldown time on cast, but now i struggle with what to implement in second augment. Note that only one augment can be choosed.

    The effects i already have across other abils and thus want to avoid duplication:

    AOE damage, +%Attackspeed, + Weapon DMG, + Energy Regen, Slow, Knockback, Vulnerability %, + Life Leech %.

    I scale everything to minimalistic style, so i'm using buffs like +3 or +10 damage and they matters a lot, so i want to avoid DOT effect augment on top of Direct Damage abil, so it will be too good. Any ideas guys :X?

    Posted in: Miscellaneous Development
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