I have this two abilities, work in progress, now they function properly, but what i like to add is an additional FX ( actor based ) so can indicate while they active, also an start and an end actor effect for the warp drive. Both are tougle type spell like cloak.
Sum up
-Warp Activation FX ( rotated 90 degree so the FX is vertical instead of horizontal )
-Warp Drop out FX ( rotated 90 degree so the FX is vertical instead of horizontal )
-Warp Transit FX ( attached to unit )
-Afterburner Flame ( twin flame thrower attached to unit )
Any one can leand some help? Especially with the warp visual effects
If you want a Warp Drop out like mine, you are likely going to have to modify your ability quite a bit, otherwise the Warp Drop FX gets created the instant your unit arrives and it looks bad. I had mine apply 2 behaviors, the normal warp buff and a dummy buff that was set to be removed once the unit was within a range of 24(because of the Speed Boost while in Warp, I needed that minimum range to make the animation "smooth") of the target location, at which point the visual is created and starts it's animation ahead of time so it looks like a smooth transition.
I hope I still have the map.
Attaching a Warp Transit FX is real easy, you just setup an Actor Model, type ModelAnimationStyleContinuous. You set the model to whatever you like, in the Host Site Operations+ to SOpAttachCenter(or whatever Attachment Point works for you) and Host+ to _Selectable. Same deal with the Afterburner Flame, though you might need an offset.
In the video, the opening Vortex has an Actor, type Site Operation(Explicit Rotation), Actor:Forward field is set to 0,-1,5, Actor: Is Local - Enabled, Actor: Up field set to 0,1,0.
The closing Vortex has Actor, type Site Operation(Explicit Rotation), Actor:Forward field is set to 0,-1,5, Actor: Is Local - Enabled, Actor: Up field set to 0,-1,0.
You attach the Explicit Rotation to your Actor, type ModelAnimationStyleOneShot in the Host Site Operation+ field aswell.
Now, depending on the speed of your unit while in warp, you are going to have to tweak the timing of the visuals, or you will get long drawn out spaces between them(kind of like in my video when I go in warp, the Scout has a "shadow", but in my map it was intentional - but had to tweak it till I got what I wanted)
Thank you for the fast reply! I do like to make a similiar style warp yes and the video gave the inspiration months ago, even before i began the map it self =)
This is mine currently, the speeds are, could say very high, as well the acceleration and de-acceleration near instant as well. While in transit, the model do get shrinked a little and so expands as well once exit.
What i like to add is a ultra sonic shockwave FX at eneter and exit. but would work too if could figure out how to delay the cloak on and earlier the cloak drop, while still in motion.
Sure would add to the chills once a ship pops out from warp XD
I am glad you got some inspiration from my video :)
You apply your primary buff that modifies your unit's speed. On the primary buff, have a periodic time of X seconds, 1 periodic only, and the Periodic Effect applies the Cloak Buff, in effect it delays the cloak effect when the Warp Drive starts.
Your cloak buff lasts forever, but you put a validator in the Behavior: Validators(Remove)+ field on it, that validates the Range to the Target Point.
If you are NOT using a Target Point to travel to and it just lasts X amount of seconds before dropping you out of warp, just ignore the above bullet point/paragraph. Instead you can just have the Cloak buff last X seconds shorter than the "Warp Speed" buff, so it decloaks before it arrives.
Because your unit moves at high speeds, you might want to tweak your buff apply/duration to SHORT times, say like 1 second, or even shorter depending on the unit speed.
For the Entry Sonic Boom FX, you can have your Actor, type ModelAnimationStyleOneShot, be created when Cloak buff is applied. And have your Exit Sonic Boom FX be created when the cloak buff turns off(or when the Primary buff runs off).
It's up to you to tweak when you want the visuals to appear.
i'm currently playing around with the actors, and need plany to learn and improve.
Currently for the afterburner i used the def matrix as template, at this one that really got me for now ( and sure is easy once i get it ) is to rotate the created model, so it's not a space flame thrower but an afterburner instead XD
Dunno, would be possible, and if not a problem help through Skype ( or BroSix IM program )
Also a suggestion, take a look at the High Templar. When they move, they leave a shadow. Create the same type of things but make it fire. You attach the fire with a SOpAttachOriginStationary(or any stationary I imagine).
Just look at the High Templar's Actor Events, set yours up to be similar. I am afraid that moving at high speeds you will still get gaps in your "after burner" even if it's a short interval.
I have this two abilities, work in progress, now they function properly, but what i like to add is an additional FX ( actor based ) so can indicate while they active, also an start and an end actor effect for the warp drive. Both are tougle type spell like cloak.
Sum up
-Warp Activation FX ( rotated 90 degree so the FX is vertical instead of horizontal )
-Warp Drop out FX ( rotated 90 degree so the FX is vertical instead of horizontal )
-Warp Transit FX ( attached to unit )
-Afterburner Flame ( twin flame thrower attached to unit )
Any one can leand some help? Especially with the warp visual effects
@Icesmaster: Go
You want something like those visuals?
If you want a Warp Drop out like mine, you are likely going to have to modify your ability quite a bit, otherwise the Warp Drop FX gets created the instant your unit arrives and it looks bad. I had mine apply 2 behaviors, the normal warp buff and a dummy buff that was set to be removed once the unit was within a range of 24(because of the Speed Boost while in Warp, I needed that minimum range to make the animation "smooth") of the target location, at which point the visual is created and starts it's animation ahead of time so it looks like a smooth transition.
I hope I still have the map.
Attaching a Warp Transit FX is real easy, you just setup an Actor Model, type ModelAnimationStyleContinuous. You set the model to whatever you like, in the Host Site Operations+ to SOpAttachCenter(or whatever Attachment Point works for you) and Host+ to _Selectable. Same deal with the Afterburner Flame, though you might need an offset.
In the video, the opening Vortex has an Actor, type Site Operation(Explicit Rotation), Actor:Forward field is set to 0,-1,5, Actor: Is Local - Enabled, Actor: Up field set to 0,1,0.
The closing Vortex has Actor, type Site Operation(Explicit Rotation), Actor:Forward field is set to 0,-1,5, Actor: Is Local - Enabled, Actor: Up field set to 0,-1,0.
You attach the Explicit Rotation to your Actor, type ModelAnimationStyleOneShot in the Host Site Operation+ field aswell.
Now, depending on the speed of your unit while in warp, you are going to have to tweak the timing of the visuals, or you will get long drawn out spaces between them(kind of like in my video when I go in warp, the Scout has a "shadow", but in my map it was intentional - but had to tweak it till I got what I wanted)
Thank you for the fast reply! I do like to make a similiar style warp yes and the video gave the inspiration months ago, even before i began the map it self =)
This is mine currently, the speeds are, could say very high, as well the acceleration and de-acceleration near instant as well. While in transit, the model do get shrinked a little and so expands as well once exit.
What i like to add is a ultra sonic shockwave FX at eneter and exit. but would work too if could figure out how to delay the cloak on and earlier the cloak drop, while still in motion.
Sure would add to the chills once a ship pops out from warp XD
@Icesmaster: Go
I am glad you got some inspiration from my video :)
You apply your primary buff that modifies your unit's speed. On the primary buff, have a periodic time of X seconds, 1 periodic only, and the Periodic Effect applies the Cloak Buff, in effect it delays the cloak effect when the Warp Drive starts.
If you are NOT using a Target Point to travel to and it just lasts X amount of seconds before dropping you out of warp, just ignore the above bullet point/paragraph. Instead you can just have the Cloak buff last X seconds shorter than the "Warp Speed" buff, so it decloaks before it arrives.
Because your unit moves at high speeds, you might want to tweak your buff apply/duration to SHORT times, say like 1 second, or even shorter depending on the unit speed.
For the Entry Sonic Boom FX, you can have your Actor, type ModelAnimationStyleOneShot, be created when Cloak buff is applied. And have your Exit Sonic Boom FX be created when the cloak buff turns off(or when the Primary buff runs off).
It's up to you to tweak when you want the visuals to appear.
i'm currently playing around with the actors, and need plany to learn and improve.
Currently for the afterburner i used the def matrix as template, at this one that really got me for now ( and sure is easy once i get it ) is to rotate the created model, so it's not a space flame thrower but an afterburner instead XD
Dunno, would be possible, and if not a problem help through Skype ( or BroSix IM program )
For this, we have 2 excellent tutorials: beginner and advanced.
@Icesmaster: Go
Also a suggestion, take a look at the High Templar. When they move, they leave a shadow. Create the same type of things but make it fire. You attach the fire with a SOpAttachOriginStationary(or any stationary I imagine).
Just look at the High Templar's Actor Events, set yours up to be similar. I am afraid that moving at high speeds you will still get gaps in your "after burner" even if it's a short interval.
Thx for the tips =)
The High templar helped the most so far, with that i got the warp FX inplace Afterburner yet to come though =)