I'm trying to modify the Impaler Colony to be a buildable Tier 2 defense. My greatest problem is exactly the attack animation, as, after some seconds the whole animation passes, the tentacle appears and deals damage. How do I configure the animation so the Impaler colony first sunks the tentacle, it appears to deal damage, then retracts back to the Colony? (i.e. How will it deal damage *during* the attack animation?)
Use a create persistent to delay the damage effect, if you dont know how then do this:
make a new effect ( Create persistent ) then set the damage effect in the expire effect and change the expire delay to how long you want it to delay the damage effect ( make sure that the animation will be created when the create persistent effect is started instead of the damage effect ).
Managed to get something. Now the problem is with the attack count. Instead of a single attack it's piling two in one.
I also have a problem with building new ones. The placement is right, the Command is given, but the Drone won't built, saying it's an invalid build location.
I managed to find a work-around for the attack, reducing damage output in half. This should keep the defense from being overpowered. The footprint has been corrected and it's building normally.
Now, there's this one final problem, which is the building animation itself. When it should be displaying the building blob, it shows the model of the finished structure. How do I do so that, when the Drone starts building, the building blob starts working and, when it's finished, the building pops up, like it usually occurs with every Zerg building?
There is an actor for the construction that has a list of all buildings it shows up for. Check older threads on this forum for the exact actor, just add your structure to the events.
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Contribute to the wiki (Wiki button at top of page) Considered easy altering of the unit textures?
I'm having a problem with the Impaler Colony attack (Subterranean Tentacle)
So I've figured out how to change the missile flight speed, however no matter what I do I can't alter the 'delay' after each attack.
Changing the attack speed makes no difference. I've tried altering a few different values to no avail. After each attack there is a very long 'wait' time before the next attack. I'd like to know how to reduce this, but I don't know what value to change. Any ideas?
I've barely changed anything on the unit, so in its default state you could see what I'm talking about.
its default attack peiod is 6. But even if you lower that to 2, it makes no difference.
I reduced the 'flight time' of the mover, which speeds that part of the attack up, but there seems to be some other kind of cooldown that I can't locate.
Have a look at Impaler Colony and see if you can make it attack 'fast'.
I'm not sure how much information about the Impaler Colony attack has be said already but I'm going to say it all. I figured out the whole weapon.
Effect Tree
The Weapon of the Impaler Colony Subterranean Tentacle creates the Set effect Primal Sunken Colony Initial Set which does two things, it adds the Primal Sunken Colony Benign buff to the impaler colony, which suppresses further attacks for 5.8, and it uses the Launch Missile effect Primal Sunken Colony to launch the Primal Sunken Colony Weapon projectile.
The Primal Sunken Colony Weapon projectile's movement is set to static 2.5 seconds using the Primal Sunken Colony Weapon mover.
The Launch Missile effect terminates with the Search Area effect Primal Sunken Colony Search to search for enemy ground units then applies the Damage effect Primal Sunken Colony Damage.
Actor Tree
The Primal Sunken Colony Weapon projectile uses the Invisible model and is created by the Primal Sunken Colony Attack actor when the Primal Sunken Colony effect starts.
The Impaler Missile Ground Cracks actor is created when the Primal Lurker Dummy Search effect is applied by the Impaler Missile Ground Cracks buff on the Primal Sunken Colony Weapon projectile.
The Unit actor Primal Sunken Colony starts its Attack Animation when the weapon starts and is a continuous animation for the duration of the entire attack.
The ModelAnimationStyleOneShot actor Primal Sunken Colony Attack Target is created when the Primal Sunken Colony effect starts at the target point at lasts 2.5 seconds before destroying itself.
I'm trying to modify the Impaler Colony to be a buildable Tier 2 defense. My greatest problem is exactly the attack animation, as, after some seconds the whole animation passes, the tentacle appears and deals damage. How do I configure the animation so the Impaler colony first sunks the tentacle, it appears to deal damage, then retracts back to the Colony? (i.e. How will it deal damage *during* the attack animation?)
Use a create persistent to delay the damage effect, if you dont know how then do this:
make a new effect ( Create persistent ) then set the damage effect in the expire effect and change the expire delay to how long you want it to delay the damage effect ( make sure that the animation will be created when the create persistent effect is started instead of the damage effect ).
Alter the time scale of the colony animation if needed. DO not forget the sunken colony missile impact model from WOL.
Contribute to the wiki (Wiki button at top of page) Considered easy altering of the unit textures?
https://www.sc2mapster.com/forums/resources/tutorials/179654-data-actor-events-message-texture-select-by-id
https://media.forgecdn.net/attachments/187/40/Screenshot2011-04-17_09_16_21.jpg
@DrSuperEvil: Go
Managed to get something. Now the problem is with the attack count. Instead of a single attack it's piling two in one.
I also have a problem with building new ones. The placement is right, the Command is given, but the Drone won't built, saying it's an invalid build location.
@DeltaCadimus: Go
Sounds like you have too many period counts.
Check the footprint and other collision parameters.
Contribute to the wiki (Wiki button at top of page) Considered easy altering of the unit textures?
https://www.sc2mapster.com/forums/resources/tutorials/179654-data-actor-events-message-texture-select-by-id
https://media.forgecdn.net/attachments/187/40/Screenshot2011-04-17_09_16_21.jpg
I managed to find a work-around for the attack, reducing damage output in half. This should keep the defense from being overpowered. The footprint has been corrected and it's building normally.
Now, there's this one final problem, which is the building animation itself. When it should be displaying the building blob, it shows the model of the finished structure. How do I do so that, when the Drone starts building, the building blob starts working and, when it's finished, the building pops up, like it usually occurs with every Zerg building?
There is an actor for the construction that has a list of all buildings it shows up for. Check older threads on this forum for the exact actor, just add your structure to the events.
Contribute to the wiki (Wiki button at top of page) Considered easy altering of the unit textures?
https://www.sc2mapster.com/forums/resources/tutorials/179654-data-actor-events-message-texture-select-by-id
https://media.forgecdn.net/attachments/187/40/Screenshot2011-04-17_09_16_21.jpg
@DrSuperEvil: Go
Having a little problem finding this list. And I've searched through every Zerg building actors.
Posting here due to relevance.
I'm having a problem with the Impaler Colony attack (Subterranean Tentacle)
So I've figured out how to change the missile flight speed, however no matter what I do I can't alter the 'delay' after each attack.
Changing the attack speed makes no difference. I've tried altering a few different values to no avail. After each attack there is a very long 'wait' time before the next attack. I'd like to know how to reduce this, but I don't know what value to change. Any ideas?
Thanks :)
@XViper: Go
make a video or attach the map. i can't imagine it.
I've barely changed anything on the unit, so in its default state you could see what I'm talking about.
its default attack peiod is 6. But even if you lower that to 2, it makes no difference.
I reduced the 'flight time' of the mover, which speeds that part of the attack up, but there seems to be some other kind of cooldown that I can't locate.
Have a look at Impaler Colony and see if you can make it attack 'fast'.
I'm not sure how much information about the Impaler Colony attack has be said already but I'm going to say it all. I figured out the whole weapon.
Effect Tree
Actor Tree
Awesome!
Thanks for that Spool.
I have a feeling it is that Benign buff thing by the sound of it. I'll have a bit of a play and get back to you.
Really appreciate your help.
Just wanted to confirm it was the Benign buff causing the problem.
So many sub-categories, I completely missed that.
Thanks for pointing that one out for me.