Hi, How do I make it so a weapon has a "spin up" before firing? (Then once it starts, this charge up does not impede the period between attacks). Basically a small charge time that must happen after a unit stops moving and before it starts firing like when the minigun in movies starts spinning up before shooting. I believe the Thor ground attack is the only weapon in the game that really has this in a noticeable amount. Thanks guys!!
I believe the Thor simply has a high damage point value, if not a delay generated due to a Create Persistent effect.
One of the heroes in the campaign I'm developing literally has a gatling cannon that must spin up to fire. To do this, I used a combination of a Switch effect with some behaviors and validators.
Before I begin, it is important to note that with this setup, the "revving up" is interrupted when the target unit dies or if the caster moves.
There are two Buff behaviors involved; we'll call them "Charged" and "Charging". After the "Charging" behavior expires, the "Charged" behavior is applied to the caster. The "Charging" behavior is removed when the caster starts moving or stops attacking.
The Switch effect has four cases:
The first case occurs when the caster has neither the the "Charged" nor the "Charging" behaviors. In this case, it will apply the "Charging" behavior to the caster.
The second case occurs when the caster has the "Charging" behavior. In this case, nothing happens (I have a dummy Damage effect in place, though I don't believe this is necessary).
The third case occurs when the caster has the "Charged" behavior. In this case, it will fire the desired weapon effect (in the case of my hero, a Create Persistent effect which launches 6 rounds in the form of projectiles at the target).
The fourth case occurs if the target or caster is dead. In this case, any "Charging" behavior is removed.
I believe there are other ways to accomplish this, but this is how I did it; I haven't looked at it in a while (this is one of my first works in the Data editor!), but I'm sure there are inefficiencies in its setup.
If there were a way to set a behavior's progress (in terms of percentage) based on the progress percentage of another behavior, that would enable you to charge the weapon by spanning the charging time over multiple targets; however, I have yet to find out how to accomplish this if it's possible.
Hi, How do I make it so a weapon has a "spin up" before firing? (Then once it starts, this charge up does not impede the period between attacks). Basically a small charge time that must happen after a unit stops moving and before it starts firing like when the minigun in movies starts spinning up before shooting. I believe the Thor ground attack is the only weapon in the game that really has this in a noticeable amount. Thanks guys!!
This can easily be done through using two Create Persistants.
The first CP has a a period count of one, a period duration of 1 second (or however long you want the spin up to last), and the period effect of the second CP.
The second CP is the actual attack. (similar to how a sentry attacks)
If you want I can explain the second CP more thoroughly or make a map for you with this.
I did it using a behavior because I wanted a progress bar to show on the unit while it is charging. Is there a way to display a progress bar using a persistent?
Two seconds may be short, but in terms of gameplay that's a lot of time for, say, a hit-and-run type scenario or micro-intensive mission. I found it useful to be able to know when my unit can fire.
Hi, How do I make it so a weapon has a "spin up" before firing? (Then once it starts, this charge up does not impede the period between attacks). Basically a small charge time that must happen after a unit stops moving and before it starts firing like when the minigun in movies starts spinning up before shooting. I believe the Thor ground attack is the only weapon in the game that really has this in a noticeable amount. Thanks guys!!
I believe the Thor simply has a high damage point value, if not a delay generated due to a Create Persistent effect.
One of the heroes in the campaign I'm developing literally has a gatling cannon that must spin up to fire. To do this, I used a combination of a Switch effect with some behaviors and validators.
Custom Campaign Initiative | Mapster Community Project: Data Wizards
Starcraft II: Unsung Rebels, a custom campaign for Starcraft II
SC2Saver, a way to create saved games via trigger
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Sorry, I was rather vague with that answer.
Before I begin, it is important to note that with this setup, the "revving up" is interrupted when the target unit dies or if the caster moves.
There are two Buff behaviors involved; we'll call them "Charged" and "Charging". After the "Charging" behavior expires, the "Charged" behavior is applied to the caster. The "Charging" behavior is removed when the caster starts moving or stops attacking.
The Switch effect has four cases:
The first case occurs when the caster has neither the the "Charged" nor the "Charging" behaviors. In this case, it will apply the "Charging" behavior to the caster.
The second case occurs when the caster has the "Charging" behavior. In this case, nothing happens (I have a dummy Damage effect in place, though I don't believe this is necessary).
The third case occurs when the caster has the "Charged" behavior. In this case, it will fire the desired weapon effect (in the case of my hero, a Create Persistent effect which launches 6 rounds in the form of projectiles at the target).
The fourth case occurs if the target or caster is dead. In this case, any "Charging" behavior is removed.
I believe there are other ways to accomplish this, but this is how I did it; I haven't looked at it in a while (this is one of my first works in the Data editor!), but I'm sure there are inefficiencies in its setup.
If there were a way to set a behavior's progress (in terms of percentage) based on the progress percentage of another behavior, that would enable you to charge the weapon by spanning the charging time over multiple targets; however, I have yet to find out how to accomplish this if it's possible.
Custom Campaign Initiative | Mapster Community Project: Data Wizards
Starcraft II: Unsung Rebels, a custom campaign for Starcraft II
SC2Saver, a way to create saved games via trigger
Frustrated with the editor and would like answers in real time? Join the SC2Mapster Discord!
This can easily be done through using two Create Persistants.
The first CP has a a period count of one, a period duration of 1 second (or however long you want the spin up to last), and the period effect of the second CP.
The second CP is the actual attack. (similar to how a sentry attacks)
If you want I can explain the second CP more thoroughly or make a map for you with this.
Actually you just need one persistent but with an initial delay.
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Oh yea, right :)
I did it using a behavior because I wanted a progress bar to show on the unit while it is charging. Is there a way to display a progress bar using a persistent?
Custom Campaign Initiative | Mapster Community Project: Data Wizards
Starcraft II: Unsung Rebels, a custom campaign for Starcraft II
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@aZergBaneling: Go
No, but what mini-gun takes long enough to wind up to warrant a progress bar? :)
@coffeeclubbr: Go
Two seconds may be short, but in terms of gameplay that's a lot of time for, say, a hit-and-run type scenario or micro-intensive mission. I found it useful to be able to know when my unit can fire.
Custom Campaign Initiative | Mapster Community Project: Data Wizards
Starcraft II: Unsung Rebels, a custom campaign for Starcraft II
SC2Saver, a way to create saved games via trigger
Frustrated with the editor and would like answers in real time? Join the SC2Mapster Discord!
Nope so use your buff duration and as a final effect apply the persistent.
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