Just wondering if anyone knows of a fireball ability that can also push back units when it comes into contact with them. Preferably easy to edit as well such as the damage and distance of push-back.
Well, you would need to construct one for yourself, I guess. Depending on what you actually want to achieve, this will be very different.
Ask yourself: How exactly should your fireball work? Fly straight forward and collide with first hit target? Home a picked target? Singletarget or AoE-Damage? How much Pushback in which direction? Etc etc...
Then you would need to explore the data editor and some tutorials (search for the Force Effects and the Line Missile tutorial in Tutorials secktion for example)
Most likely you want a fireball exploding on contact with the first target, dealing aoe-damage and knocking units back from the impact point. Effect chain would be something like this:
Ability -> launch missile effect (pick a mover without guidance and target check) -> behavior for the missile -> behavior has a periodic search area efffect, checks every 0.0625 seconds for impact -> kill missile, search area which should be affected by explosion -> apply damage and a persistant effect, which applies force several times, again at 0.0625 interval.
Something like that... not exactly easy for starters, though ;) Dont forget the actors :p
Urgh, it sounds so confusing and so much work for such a small thing.. the fireball isnt even one of the complicated abilities that I want to create. x_x
Yea... I don't know where to start on this one... I was hoping to use the yamoto cannon to start with but I cant do anything with it, change the speed of it, add the push back, make it able to target ground and continue in a straight line rather than making a single impact on a specific location. Grrr!
its in the data editor under the "effects" tab, not a model... (sorry if you didnt mean a model, but that filepath definitely implies it)
You need campaign dependencies
Also, it won't work that well. if you want to make abilities, you should either learn to do them yourself or get someone who is willing to make you all abilities you need. Stitching blizzard made stuff together will be messy ingame and is extremely limited.
Yeah, someone already said it, you need campaign dependencies. Just search for shockwave under effects.
Also I do almost every custom abilities by modifiying existing ones. For example, I'll duplicate the infestor -infested terran abliity, switch the egg missile model to a fire model. Switch its impact effect to something else - shockwave effect. Now you have an ability that launches a fireball that arcs across the air and knocks back units when it lands!
Once you get better at editing existing abilities, then you can start making fresh from ones from scratch.
(ps, i actually have a map that has a fireball ability. It doesn't knockback unit, instead it drops a fire burning patch on the ground. If you want to look at how it works, you can load up the map called icehot dance off)
This is pretty easy to do, and you shouldn't need any triggers to do it.
You could take any existing ability such as the yamato cannon, change the Launch Missile impact effect to a new SET effect. This new SET effect would have your DAMAGE effect and the FORCE effect.
This alone should make the target move a *little* bit, however you need to understand how the force effect works as it's not entirely obvious that applying more force doesn't actually push your target further.
To get this to behave correctly, you actually want to apply a behavior to the target you are knocking back that modifies their movement speed, this is how you control how far they get pushed.
So in the end you will probably end up with your SET effect also applying the movement speed behavior.
Anyhow, you can look into the mothership vortex ability for how forces work, even if you don't have campaign dependencies.
The original fireball is used to target an area. (AOE) type effect. Then when it hits its target it does a grenade type effect. After this it applies dots on all targets hit. If you want to create D&D version fireball don't forget the dot. Most people just do the first 1 or 2. Just cause this is what the movies originally did for it.
Just wondering if anyone knows of a fireball ability that can also push back units when it comes into contact with them. Preferably easy to edit as well such as the damage and distance of push-back.
You might need to make use of force effect, i'm not good with that, but moved to correct forum
Well, you would need to construct one for yourself, I guess. Depending on what you actually want to achieve, this will be very different.
Ask yourself: How exactly should your fireball work? Fly straight forward and collide with first hit target? Home a picked target? Singletarget or AoE-Damage? How much Pushback in which direction? Etc etc...
Then you would need to explore the data editor and some tutorials (search for the Force Effects and the Line Missile tutorial in Tutorials secktion for example)
Most likely you want a fireball exploding on contact with the first target, dealing aoe-damage and knocking units back from the impact point. Effect chain would be something like this:
Ability -> launch missile effect (pick a mover without guidance and target check) -> behavior for the missile -> behavior has a periodic search area efffect, checks every 0.0625 seconds for impact -> kill missile, search area which should be affected by explosion -> apply damage and a persistant effect, which applies force several times, again at 0.0625 interval.
Something like that... not exactly easy for starters, though ;) Dont forget the actors :p
@Kueken531: Go
Urgh, it sounds so confusing and so much work for such a small thing.. the fireball isnt even one of the complicated abilities that I want to create. x_x
@Zuthilios: Go
Welcome to the Galaxy editor! ;)
@Zuthilios: Go
Actually, its very easy to make. Launch your fireball, and on impact, use the hybridc shockwave persistence effect.
Yea... I don't know where to start on this one... I was hoping to use the yamoto cannon to start with but I cant do anything with it, change the speed of it, add the push back, make it able to target ground and continue in a straight line rather than making a single impact on a specific location. Grrr!
cant u just take an Existing Projectile , switch the actors for a fire ball , then ad a Knoc back effect/behaviour??
@sandround: Go
I cant find that effect anywhere in the list, what heading might it be under? (e.g. Assets/Effects/Zerg/Hybridc Shockwave Persistene Effect?)
@Selfcreation: Go
I can think of any ability that fits it.
Area not unit target, continuous slow movement until impact...
its in the data editor under the "effects" tab, not a model... (sorry if you didnt mean a model, but that filepath definitely implies it)
You need campaign dependencies
Also, it won't work that well. if you want to make abilities, you should either learn to do them yourself or get someone who is willing to make you all abilities you need. Stitching blizzard made stuff together will be messy ingame and is extremely limited.
@Zuthilios: Go
Yeah, someone already said it, you need campaign dependencies. Just search for shockwave under effects.
Also I do almost every custom abilities by modifiying existing ones. For example, I'll duplicate the infestor -infested terran abliity, switch the egg missile model to a fire model. Switch its impact effect to something else - shockwave effect. Now you have an ability that launches a fireball that arcs across the air and knocks back units when it lands!
Once you get better at editing existing abilities, then you can start making fresh from ones from scratch.
(ps, i actually have a map that has a fireball ability. It doesn't knockback unit, instead it drops a fire burning patch on the ground. If you want to look at how it works, you can load up the map called icehot dance off)
@Zuthilios: Go
For some info on force effects
there prozaicmuzes tutorial using pure data objects
http://forums.sc2mapster.com/resources/tutorials/9021-data-force-effects-intermediate-difficulty/
and then there is my attempt to use triggers to appy force effects. (doing this helped me understand how force effects actually work)
http://forums.sc2mapster.com/development/triggers/13651-trigger-data-use-force-effects-to-push-unit/
This is pretty easy to do, and you shouldn't need any triggers to do it.
You could take any existing ability such as the yamato cannon, change the Launch Missile impact effect to a new SET effect. This new SET effect would have your DAMAGE effect and the FORCE effect.
This alone should make the target move a *little* bit, however you need to understand how the force effect works as it's not entirely obvious that applying more force doesn't actually push your target further.
To get this to behave correctly, you actually want to apply a behavior to the target you are knocking back that modifies their movement speed, this is how you control how far they get pushed.
So in the end you will probably end up with your SET effect also applying the movement speed behavior.
Anyhow, you can look into the mothership vortex ability for how forces work, even if you don't have campaign dependencies.
See attached map. The magister's psi bolt ability is a complete implementation of this.
Most people have fireball wrong.
The original fireball is used to target an area. (AOE) type effect. Then when it hits its target it does a grenade type effect. After this it applies dots on all targets hit. If you want to create D&D version fireball don't forget the dot. Most people just do the first 1 or 2. Just cause this is what the movies originally did for it.
Thanks for those assets Riley, the psywave thigny was a great help and i think im learning about data projectiles cuz of it.
And i hope ur always a part of sc2mapster dispite some recent disputes :P