I have been trying to understand the structures and the interplay between the abilities, effects, behaviors, actors and so on but i seem to be retarded because i still dont get it :p
If someone could give me an explanation or point me somewhere for me to read i would be very thankful! My goal is to be able to create abilities out of ideas i have and not just follow tutorials not knowing what and why i do what i do :)
First: Abilities.
Abilities basically end up attached to the unit and have the range and radius splat actors attached to them, set the cost and effects and all the final stuff the unit cares about.
Basically, you give your ability the effect, range and cost and you're done. You should still look over the other fields and make sure everything is right.
Behaviors:
Behaviors can modify unit stats (check the modifications + field), but also have a duration and periodic effects. You can set duration, what effect and period duration (time between "ticks") somewhere further down.
Effects is where most stuff happens. There are a large amount of different types.
"Damage" - Straightforward. Damage. All fields are straightforward as well i believe.
"Apply Behavior" - Applies a behavior to a unit (specified in the "target" fields, this counts for all effects)
These are basically the basic ones, but most of the time you'll be using chains of these ones:
"Set" - You place multiple effects in this, and can play around with fields to randomize what effect is used. if you keep everything as it is, you use the set effect if you want all the effects that are in it to be launched (lets say you want to apply a behavior to the caster, and damage the target. You make a set with apply behavior and damage effects, then make the ability link to the set)
"Persistent" - Probably the most useful effect. Persistents are effects that last. You can set duration, number of periods, period durations and periodic effects. It basically fires the periodic effect every period at the target location for X amount of periods. If you add more effects, it will cycle through them (i think it does, otherwise it'll stop after the last effect in the list). You can also add periodic offset, allowing you to move the effect target location somewhere else (you have to be very specific here, 1 offset for each period), this is how you make shockwave like spells. The possibilities with this are endless.
"Search Area" - Searches for all units matching the filters in an area and applies an effect to each of them. Used in most AoEs that aren't direct damage.
"Launch missile" - The name says it. I don't know too much about this since i only used it twice, and mostly copy pasted those anyway... Just check how other effects like this one work.
i THINK this is it with effects. There are other types, but i don't use them much and can't remember them :/
Actors:
These get kind of complicated, depending on what you do. Apart from setting model and scale, you'll be using the events field mostly.
Basically, modify the unit actor to display an animation using the event "ability.(ability name).(pick what sounds ok for the third one, never actually did this >.<)" Then set it's animation. As i said, i didn't do this yet so i'm not sure as to how... Just make the fields look the same as the attack fields maybe, and/or specify a different animation.
now, for special effects, you make a new actor (not sure about the types here, have to do some research).
Set the model and the scale.
Decide when the model appears and on what. If it appears when the unit has a buff/debuff, you'll use these events:
"Behavior.(behavior name).On.
- Create"
"Behavior.(behavior name).Off
- Destroy"
For effects you do
"Effect.(Effect name).Start/on/whatever" The third field is usually straightforward. The action its supposed to take should be either create or destroy, depending whether you want the actor to start or die at the point specified by the third field. IF you're using a damage effect or something that does not expire by itself but is more or less instant, add this:
"ActorOrphan
- Destroy"
So, i think i'm done, this is what I do for abilities. If you want examples, search for my map "Gates of Darkness". I think it's outdated here on mapster... And there'll be multiple level abilities together with single level abilities and learn abilities if you need those. The multiple level abilities basically clutters up absolutely everything. Also, effects with the prefix "Phase Assasin" were my first attempt, so those might be horrible screwed up and impossible to see through, but you can try.
Awesome, can't believe you actually took your time to explain all this, still hope for the internet i guess
I will read through this a couple of times to see if i can get it to stick!
Thank you! =)
Also, i know this is out there but some people seem to add unnecessary amounts of stuff to the tutorials which makes me confused, i tend to get confused :D
To the question:
Could you, or someone else please explain to me and maybe others with the same question how to make a stomp effect, a simple damaging stomp
with no offsets or anything, basically a damaging circle around the caster with let's say the EMP-impact animation.
So, for damage, you create a damage effect. I think someone else asked for something almost exactly like this.
This is simple. Create and effect of type damage, and set it's amount. Then go down to the fields marked "Search" and open the one with the + (i believe its called area or so, dont have editor open right now :/) and add a value using the green X, set fraction to 1 and the radius to the radius you want. If you want the damage to be lower the further away from the center, make a couple of values, one having the radius of 0.33, one of 0.66, and one of 1 (if the total radius is 1. Just divide the total radius by the number of differences you want to have) and set their fractions to 0.33 each (and one to 0.34. If you used different amounts of radii, use the correct values there as well. If this does not work and distributes damage equally, try setting the fractions to 1, 0.66 and 0.33 (from smallest to largest radius) i know i had a problem like that once and this fixed it)
Then set the search filters. Exclude invulnerable, and anything else you don't want hit (like friendly units for example)
Go to "Search - Exclude" and open it, add a new value and click ok (the new value is "caster" by default, you don't wanna hurt yourself, do ya?)
Find something with "target" and that could refer to a location, and change it to "caster point". I can't remember the field name, but i think there's only one which has that possibility. I think it's default value is either "Target point" or "Target unit/point"
go over the other fields, if you understand what they do, set them to what you want. Also, set the AI notify flags (or something with a similar name) to flee and acquire (this tells the AI how to respond)
Then go to the actors tab, create a new actor (i think of type oneshot, or so. Dont know the names :/ have been copy pasting actors forever since i never found a good tutorial on em explaining all types. havent searched really...)
Under Model - Model set the model to the EMP model. First browse through the models tab, and open the EMP models in the previewer if there are more, to make sure you get the right one.
Open events + on the actor, and right click the blank left side and add event.
Make it "Effect.(Damage).(don't know what here. i think it's start)" and make the action for that event "Create"
Add "ActorOrphan" and the Action for it "Destroy" (don't know whether this is necessary if you make the actor of type oneshot)
Create the ability (Of type effect - instant), set the correct effect, it's cost (includes cooldown), make a button, add ability to the unit, add the button to the command card and it should work.
The only problem i can think of is the actor... I'm not sure whether it will spawn the actor on each unit, or just on the impact location. I don't think ive ever linked large explosive actors to damage yet :/ If the actor does appear on every hit unit, create a persistent effect, make the damage effect from before it's initial or final effect, and leave it at that, and make the ability link to the persistent instead, and the actor event link to the persistent as well. Also set the persistent effect to hit target point, and make it's target point "caster point". Don't know exact field names anymore >.< haven't used the editor in a while.
If you need more help, PM me when replying here with a link back to this topic. I tend to forget.
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Hey guys n gals
I have been trying to understand the structures and the interplay between the abilities, effects, behaviors, actors and so on but i seem to be retarded because i still dont get it :p
If someone could give me an explanation or point me somewhere for me to read i would be very thankful! My goal is to be able to create abilities out of ideas i have and not just follow tutorials not knowing what and why i do what i do :)
Thanks in advance!
First: Abilities.
Abilities basically end up attached to the unit and have the range and radius splat actors attached to them, set the cost and effects and all the final stuff the unit cares about.
Basically, you give your ability the effect, range and cost and you're done. You should still look over the other fields and make sure everything is right.
Behaviors:
Behaviors can modify unit stats (check the modifications + field), but also have a duration and periodic effects. You can set duration, what effect and period duration (time between "ticks") somewhere further down.
Effects is where most stuff happens. There are a large amount of different types.
"Damage" - Straightforward. Damage. All fields are straightforward as well i believe.
"Apply Behavior" - Applies a behavior to a unit (specified in the "target" fields, this counts for all effects)
These are basically the basic ones, but most of the time you'll be using chains of these ones:
"Set" - You place multiple effects in this, and can play around with fields to randomize what effect is used. if you keep everything as it is, you use the set effect if you want all the effects that are in it to be launched (lets say you want to apply a behavior to the caster, and damage the target. You make a set with apply behavior and damage effects, then make the ability link to the set)
"Persistent" - Probably the most useful effect. Persistents are effects that last. You can set duration, number of periods, period durations and periodic effects. It basically fires the periodic effect every period at the target location for X amount of periods. If you add more effects, it will cycle through them (i think it does, otherwise it'll stop after the last effect in the list). You can also add periodic offset, allowing you to move the effect target location somewhere else (you have to be very specific here, 1 offset for each period), this is how you make shockwave like spells. The possibilities with this are endless.
"Search Area" - Searches for all units matching the filters in an area and applies an effect to each of them. Used in most AoEs that aren't direct damage.
"Launch missile" - The name says it. I don't know too much about this since i only used it twice, and mostly copy pasted those anyway... Just check how other effects like this one work.
i THINK this is it with effects. There are other types, but i don't use them much and can't remember them :/
Actors:
These get kind of complicated, depending on what you do. Apart from setting model and scale, you'll be using the events field mostly.
Basically, modify the unit actor to display an animation using the event "ability.(ability name).(pick what sounds ok for the third one, never actually did this >.<)" Then set it's animation. As i said, i didn't do this yet so i'm not sure as to how... Just make the fields look the same as the attack fields maybe, and/or specify a different animation.
now, for special effects, you make a new actor (not sure about the types here, have to do some research).
Set the model and the scale.
Decide when the model appears and on what. If it appears when the unit has a buff/debuff, you'll use these events:
"Behavior.(behavior name).On.
- Create"
"Behavior.(behavior name).Off
- Destroy"
For effects you do
"Effect.(Effect name).Start/on/whatever" The third field is usually straightforward. The action its supposed to take should be either create or destroy, depending whether you want the actor to start or die at the point specified by the third field. IF you're using a damage effect or something that does not expire by itself but is more or less instant, add this:
"ActorOrphan
- Destroy"
So, i think i'm done, this is what I do for abilities. If you want examples, search for my map "Gates of Darkness". I think it's outdated here on mapster... And there'll be multiple level abilities together with single level abilities and learn abilities if you need those. The multiple level abilities basically clutters up absolutely everything. Also, effects with the prefix "Phase Assasin" were my first attempt, so those might be horrible screwed up and impossible to see through, but you can try.
Awesome, can't believe you actually took your time to explain all this, still hope for the internet i guess I will read through this a couple of times to see if i can get it to stick! Thank you! =)
Also, i know this is out there but some people seem to add unnecessary amounts of stuff to the tutorials which makes me confused, i tend to get confused :D To the question: Could you, or someone else please explain to me and maybe others with the same question how to make a stomp effect, a simple damaging stomp with no offsets or anything, basically a damaging circle around the caster with let's say the EMP-impact animation.
Thanks again! :)
So, for damage, you create a damage effect. I think someone else asked for something almost exactly like this.
This is simple. Create and effect of type damage, and set it's amount. Then go down to the fields marked "Search" and open the one with the + (i believe its called area or so, dont have editor open right now :/) and add a value using the green X, set fraction to 1 and the radius to the radius you want. If you want the damage to be lower the further away from the center, make a couple of values, one having the radius of 0.33, one of 0.66, and one of 1 (if the total radius is 1. Just divide the total radius by the number of differences you want to have) and set their fractions to 0.33 each (and one to 0.34. If you used different amounts of radii, use the correct values there as well. If this does not work and distributes damage equally, try setting the fractions to 1, 0.66 and 0.33 (from smallest to largest radius) i know i had a problem like that once and this fixed it)
Then set the search filters. Exclude invulnerable, and anything else you don't want hit (like friendly units for example)
Go to "Search - Exclude" and open it, add a new value and click ok (the new value is "caster" by default, you don't wanna hurt yourself, do ya?)
Find something with "target" and that could refer to a location, and change it to "caster point". I can't remember the field name, but i think there's only one which has that possibility. I think it's default value is either "Target point" or "Target unit/point"
go over the other fields, if you understand what they do, set them to what you want. Also, set the AI notify flags (or something with a similar name) to flee and acquire (this tells the AI how to respond)
Then go to the actors tab, create a new actor (i think of type oneshot, or so. Dont know the names :/ have been copy pasting actors forever since i never found a good tutorial on em explaining all types. havent searched really...)
Under Model - Model set the model to the EMP model. First browse through the models tab, and open the EMP models in the previewer if there are more, to make sure you get the right one.
Open events + on the actor, and right click the blank left side and add event.
Make it "Effect.(Damage).(don't know what here. i think it's start)" and make the action for that event "Create"
Add "ActorOrphan" and the Action for it "Destroy" (don't know whether this is necessary if you make the actor of type oneshot)
Create the ability (Of type effect - instant), set the correct effect, it's cost (includes cooldown), make a button, add ability to the unit, add the button to the command card and it should work.
The only problem i can think of is the actor... I'm not sure whether it will spawn the actor on each unit, or just on the impact location. I don't think ive ever linked large explosive actors to damage yet :/ If the actor does appear on every hit unit, create a persistent effect, make the damage effect from before it's initial or final effect, and leave it at that, and make the ability link to the persistent instead, and the actor event link to the persistent as well. Also set the persistent effect to hit target point, and make it's target point "caster point". Don't know exact field names anymore >.< haven't used the editor in a while.
If you need more help, PM me when replying here with a link back to this topic. I tend to forget.