The Queen cast a "cloud" in an area. It has 3 effects:
All eggs within that area are spawned faster. (If I build a Zergling that takes 20 seconds to build, its produced in 10 seconds instead.)
All morphing units within that area are spawned faster. (If I morph Zerglings to banelings, they are morphed faster.)
All Zerg structures in that area are built faster. (I build a Spawning pool, cast cloud on it. Its built faster.)
I have a decent understanding how to build a spell like this. I look at Chrono Boost and I will use different validators and switch effects. The problem when I make spells is I make them too complicated, ineffective and weird.
So my question is: What would be the most optimal way to build a spell like this? (I need a skeleton, a structure to work from)
@Kabelkorven: Go Since you said it's an AoE spell, start with a Effect - Target ability that links to a search effect, or a persistent effect that calls a search periodically. Then in that search you apply the buff for the targets. In the Apply Behavior effect you set your validators.
And of course the Ability can link to a missile effect if you don't want the cloud to appear out of nowhere.
Nice thread name btw, I imagined a pinkish cloud with pacified Zerg units lol.
The "Time Scale" field in the Buffs Modifications+ field (should be under "unit") will accelerate things, just set it to 2 and everything will go twice as fast. As Soul Filcher said, use a search area and persistent effect to periodically apply that buff. You'll obviously want to set up validators to make sure only cocoons and structures are affected, cause doubling the time scale of proper units obviously doubles move and attack speed, among other time related things.
Also, if a zergling is already in production, only the remaining time will go by twice as fast, so if it was in production for 9 seconds and has 11 more seconds to go, and the buff hits, it won't take 1 second to complete but 5.5. (I.e. spawn time won't be cut down to 10 seconds, itll simply be accelerated from the point the buff was applied)
For increasing the morphing it might be better to change the Rate Multiplier Array field for morph instead of time scale cause I've found that if you use time scale for stuff that changes stats (Like a structure that's constructing health), the health gain won't speed up so the building ends at less than full health.
I upload a test map to show what IĀ“ve built so far. Would be appreciated if someone could just take a look and see if I am on the "right way" with this spell.
The buff increases "buildings being built - speed", morph time from eggs, morph time for Zerglings into Banelings. So far it works. Two problems:
- Buildings do not compelete with full health.
- I am stuck in the nightmare of Validators. I must limit the spell so it only effects buildings, Zerg eggs and Zerg units being morphed. The only way I can think of is to add a Unit Type Validator FOR EACH Zerg egg unit and building in the game and put them together in a Combine Validator, linked to the Periodic effect. But there must be a more effecient way?
- I am uncertain how I shall do with the Periodic effect of the buff being applyed. Shall the effect search for targets many times per second? If so, how long shall the buff last? Cause right now the buff flashes on and off in a weird way.
Would be great if someone would have time to just take a look.
Ps. I just call the spell Love Cloud in lack of a better name :p
If I use "Under construction" as Required in the filter field, only buildings are effected by the buff. : /
(Banelings or Eggs are not effected anymore)
I upload an updated version of the spell here
I canĀ“t find out how to make a constructed building gain the proper amount of life, even though its built faster.
And the model just refuses to show up : /
Oh doctor, you really speak with the language of a doctor, telling an old lady sheĀ“s about to die - she understands nothing, just nods and smiles. And maybe thats for the best.
Aside from the visual spell, you have any reciepe to fix the HP of buildings? An accelerated building is finished faster, but the life never reaches 100% upon completion.
Add a buff on units under construction that is removed upon completion of construction that uses the zerg unit moph heal?
The colossus tree killer works by the effect using a Region (Circle) type actor that on creation uses a Query Region actor event action. This uses a Query Response type actor called TreeBurnQuery, that in turn sends a signal that the tree doodads use to model swap for the burning form.
The State Monitor type actor is created on unit birth for most buildings and is what is used to attach the random fires as they are damaged. On creation it checks certain conditions and then can create a Queried type actor that can be attached to random attachment points on a model.
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I have followed SpooololofWhools suggestion. If I use only Rate Multiplier Array field, the build speed is not increased. If I use both the Time Scale and Array Field, the building is speeded up, but the HP does not follow : /
Here is a trcky Zerg spell I am trying to build:
The Queen cast a "cloud" in an area. It has 3 effects:
All eggs within that area are spawned faster. (If I build a Zergling that takes 20 seconds to build, its produced in 10 seconds instead.)
All morphing units within that area are spawned faster. (If I morph Zerglings to banelings, they are morphed faster.)
All Zerg structures in that area are built faster. (I build a Spawning pool, cast cloud on it. Its built faster.)
I have a decent understanding how to build a spell like this. I look at Chrono Boost and I will use different validators and switch effects. The problem when I make spells is I make them too complicated, ineffective and weird.
So my question is: What would be the most optimal way to build a spell like this? (I need a skeleton, a structure to work from)
All helpful words are welcome!
@Kabelkorven: Go Since you said it's an AoE spell, start with a Effect - Target ability that links to a search effect, or a persistent effect that calls a search periodically. Then in that search you apply the buff for the targets. In the Apply Behavior effect you set your validators.
And of course the Ability can link to a missile effect if you don't want the cloud to appear out of nowhere.
Nice thread name btw, I imagined a pinkish cloud with pacified Zerg units lol.
The "Time Scale" field in the Buffs Modifications+ field (should be under "unit") will accelerate things, just set it to 2 and everything will go twice as fast. As Soul Filcher said, use a search area and persistent effect to periodically apply that buff. You'll obviously want to set up validators to make sure only cocoons and structures are affected, cause doubling the time scale of proper units obviously doubles move and attack speed, among other time related things.
Also, if a zergling is already in production, only the remaining time will go by twice as fast, so if it was in production for 9 seconds and has 11 more seconds to go, and the buff hits, it won't take 1 second to complete but 5.5. (I.e. spawn time won't be cut down to 10 seconds, itll simply be accelerated from the point the buff was applied)
Visual wise you could use the missing icon texture on a flame particle emitter.
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
Thanks for all you input! I will try to build the spell from your info.
One problem I have is the visual thing. I have no model that acts as a cloud. The one you mention, my dear doctor, seems not to be an area model.
Anyone has any hidden golden ideas?
Try using a creep cloud model. It should be thick enough to be a really good effect, or you could use the custom dark swam model.
For increasing the morphing it might be better to change the Rate Multiplier Array field for morph instead of time scale cause I've found that if you use time scale for stuff that changes stats (Like a structure that's constructing health), the health gain won't speed up so the building ends at less than full health.
I upload a test map to show what IĀ“ve built so far. Would be appreciated if someone could just take a look and see if I am on the "right way" with this spell.
The buff increases "buildings being built - speed", morph time from eggs, morph time for Zerglings into Banelings. So far it works. Two problems:
- Buildings do not compelete with full health.
- I am stuck in the nightmare of Validators. I must limit the spell so it only effects buildings, Zerg eggs and Zerg units being morphed. The only way I can think of is to add a Unit Type Validator FOR EACH Zerg egg unit and building in the game and put them together in a Combine Validator, linked to the Periodic effect. But there must be a more effecient way?
- I am uncertain how I shall do with the Periodic effect of the buff being applyed. Shall the effect search for targets many times per second? If so, how long shall the buff last? Cause right now the buff flashes on and off in a weird way.
Would be great if someone would have time to just take a look.
Ps. I just call the spell Love Cloud in lack of a better name :p
@Kabelkorven: Go You can simplify your validators a lot if you use "under construction" for the buildings.
If I use "Under construction" as Required in the filter field, only buildings are effected by the buff. : / (Banelings or Eggs are not effected anymore)
I upload an updated version of the spell here
I canĀ“t find out how to make a constructed building gain the proper amount of life, even though its built faster. And the model just refuses to show up : /
Visual wise just use a query region like the colossus tree burn actor but it then creates a state monitor actor for the visuals on each target.
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
Oh doctor, you really speak with the language of a doctor, telling an old lady sheĀ“s about to die - she understands nothing, just nods and smiles. And maybe thats for the best.
Aside from the visual spell, you have any reciepe to fix the HP of buildings? An accelerated building is finished faster, but the life never reaches 100% upon completion.
I dont get it! Why is not the model appearing? I have looked at Psi Storm for preferences.. And it "should" work..
Haha I have spent 6 hours on this spell already and barely gotten anywhere : D
@Kabelkorven: Go SpoolofWhool already told you how to fix the building HP.
For the validator under constrcution is only one of the validators you put in a Combine validator, the other ones should point to the cocoon units.
Add a buff on units under construction that is removed upon completion of construction that uses the zerg unit moph heal?
The colossus tree killer works by the effect using a Region (Circle) type actor that on creation uses a Query Region actor event action. This uses a Query Response type actor called TreeBurnQuery, that in turn sends a signal that the tree doodads use to model swap for the burning form.
The State Monitor type actor is created on unit birth for most buildings and is what is used to attach the random fires as they are damaged. On creation it checks certain conditions and then can create a Queried type actor that can be attached to random attachment points on a model.
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 have followed SpooololofWhools suggestion. If I use only Rate Multiplier Array field, the build speed is not increased. If I use both the Time Scale and Array Field, the building is speeded up, but the HP does not follow : /
Like I said just add a buff if it is under construction that is removed on completion that fully heals the structure.
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
@DSE:
but what if the building was under attack during construction? It would be unfair to almost kill a spine crawler only for it to regain 395 HP.
I canĀ“t find a validator "Under construction"
Any hints?
Use a Unit Filters validator that requires the Under Construction flag.
@SGTMeowmers9: Go
Then add an extra layer that uses a Combine validator and a Unit Compare Damage Taken Time validator.
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