Hey guys I'm trying to make a charge ability for my hero that will have 5 levels. I'm not even sure where to start with this one.
What I'm trying to do is let the user activate the ability and select a target. (not just a unit, anywhere) and this makes the hero charge the selected area with increased speed and while leaving behind a trail of (ill use the psionic storm effect model) and damaging anyone who walks in it. When the hero reaches the end of his charge i want there to be like a small groundslam effect that damages enemies even more within a small radius.
There is a certain effect or ability type that issues a command to a unit. havent used it so not sure about that one. Anyway, create an ability with a range of 0.5, then make a damage effect, set its damage (this is the final damage), then go to the part where it says something like "Search area", open that, and add values with proper fractions and radii (fraction is how much of the damage you want to be dealt. This way you can make units further away take less damage. only ONE of the values will be applied to the unit, they don't stack, so make your smallest radius deal full damage, then lower it a bit with each new value if you want to have such a damage effect and not damage everyone equally)
Make the effect of the ability you created before to be the new damage effect.
Now create a damage effect which equals to the damage per second for your psi storm trail and have a proper search radius (You decide on that. 1 is the usual psi storm radius)
Create a persistent effect, set it's period to 1 and give it the number of periods you want the trail to last, and set its periodic effect to the damage effect.
Create a behavior. Go on modifications +, unit tab, find "movement speed", modify to your needs. Then go down to period, set it to (radius*2 of the damage effect divided by total movement speed), and set it's periodic effect to the "Create persistent" you created before.
Create a new validator. Dont know my way around these, have it be something that measures the distance between the target of the ability and the caster and make it be "less than or equal to" 0 or 0.5, the set the behaviors validator - remove to the new validator.
Create an "apply behavior" effect, set it's behavior to the new one, and its target to caster.
Now, i dont know how to do the issue order thing, i think it's an ability of the type Augment (that's how charge works at least...). Make its command the ability you created for the final damage (dont forget to go to that ability first and set it's command buttons), and it's effect to the apply behavior effect.
You need to fidn a way to make the unit uncommandable, it should be somewhere in the behaviors options i think
Add the ability to your unit and a button for it on the command card
If everything works as it should, the ability will apply the behavior that makes the trail to your unit, and make the unit cast the final damage ability, which has a range of 0.5 so it the unit will move towards that, when it reaches a distance of 0.5 the behavior will remove itself due to the validator, and the final damage effect will fire because the ability has been cast.
Please, anyone who has more experience than me with such abilities, poitn out my mistakes. its 1 am and ive never done this type of an ability.
Also, to make it levelable, duplicate its effects and add them to the Augment ability in the right order (only the starting effect, which is the apply behavior). Unfortunately, with this way i don't think you'll be able to change the final damage, only the trail damage and movement speed :( Maybe use triggers and catalog actions or upgrades to change the levels depending on the first ability level, or make some complex use of validators or requirements.
Kinda his method didn't really work. I made an effect target ability which applied a buff that made the hero uncommandable and with a periodic issue order. if i have the effect in the in the abilities effect+ and it puts the buff on him but he doesn't move anywhere and it will only let me click a target unit. if i put it in the cursor ability i can target a point but the buff doesn't apply and he still doesn't move.
I had this made previously. Disables command of the ship, orders him to move to target point. Will not stop until target is reached, no matter how far it is, or how close. Try it out, copy what you need.
EDIT: I've reuploaded the map. I added shadow trail. Just take a look at the Scout Actor's Events+ fields, the 5 last events at the bottom are how it's setup. And, Actor Scout Shadow is basically a duplicate of HighTemplar Shadow, I just changed the Art-Model field to point to the scout
Hey guys I'm trying to make a charge ability for my hero that will have 5 levels. I'm not even sure where to start with this one.
What I'm trying to do is let the user activate the ability and select a target. (not just a unit, anywhere) and this makes the hero charge the selected area with increased speed and while leaving behind a trail of (ill use the psionic storm effect model) and damaging anyone who walks in it. When the hero reaches the end of his charge i want there to be like a small groundslam effect that damages enemies even more within a small radius.
I did something similar by using a bunch of teleportations in a row, but thats probably not exactly what you want.
There is a certain effect or ability type that issues a command to a unit. havent used it so not sure about that one. Anyway, create an ability with a range of 0.5, then make a damage effect, set its damage (this is the final damage), then go to the part where it says something like "Search area", open that, and add values with proper fractions and radii (fraction is how much of the damage you want to be dealt. This way you can make units further away take less damage. only ONE of the values will be applied to the unit, they don't stack, so make your smallest radius deal full damage, then lower it a bit with each new value if you want to have such a damage effect and not damage everyone equally)
Make the effect of the ability you created before to be the new damage effect.
Now create a damage effect which equals to the damage per second for your psi storm trail and have a proper search radius (You decide on that. 1 is the usual psi storm radius)
Create a persistent effect, set it's period to 1 and give it the number of periods you want the trail to last, and set its periodic effect to the damage effect.
Create a behavior. Go on modifications +, unit tab, find "movement speed", modify to your needs. Then go down to period, set it to (radius*2 of the damage effect divided by total movement speed), and set it's periodic effect to the "Create persistent" you created before.
Create a new validator. Dont know my way around these, have it be something that measures the distance between the target of the ability and the caster and make it be "less than or equal to" 0 or 0.5, the set the behaviors validator - remove to the new validator.
Create an "apply behavior" effect, set it's behavior to the new one, and its target to caster.
Now, i dont know how to do the issue order thing, i think it's an ability of the type Augment (that's how charge works at least...). Make its command the ability you created for the final damage (dont forget to go to that ability first and set it's command buttons), and it's effect to the apply behavior effect.
You need to fidn a way to make the unit uncommandable, it should be somewhere in the behaviors options i think
Add the ability to your unit and a button for it on the command card
If everything works as it should, the ability will apply the behavior that makes the trail to your unit, and make the unit cast the final damage ability, which has a range of 0.5 so it the unit will move towards that, when it reaches a distance of 0.5 the behavior will remove itself due to the validator, and the final damage effect will fire because the ability has been cast.
Please, anyone who has more experience than me with such abilities, poitn out my mistakes. its 1 am and ive never done this type of an ability.
Also, to make it levelable, duplicate its effects and add them to the Augment ability in the right order (only the starting effect, which is the apply behavior). Unfortunately, with this way i don't think you'll be able to change the final damage, only the trail damage and movement speed :( Maybe use triggers and catalog actions or upgrades to change the levels depending on the first ability level, or make some complex use of validators or requirements.
Good night.
look at the effects on zeratuls stupid looking ship for a nice charge visual effect
@crutex: Go
High Templars also use the same effect when moving.
I took a look at it last night and tried to make the ability. i spent three hours with no luck.
@EFoG: Go
Did you use the method that TheAlmity described?
Kinda his method didn't really work. I made an effect target ability which applied a buff that made the hero uncommandable and with a periodic issue order. if i have the effect in the in the abilities effect+ and it puts the buff on him but he doesn't move anywhere and it will only let me click a target unit. if i put it in the cursor ability i can target a point but the buff doesn't apply and he still doesn't move.
@EFoG: Go
I had this made previously. Disables command of the ship, orders him to move to target point. Will not stop until target is reached, no matter how far it is, or how close. Try it out, copy what you need.
EDIT: I've reuploaded the map. I added shadow trail. Just take a look at the Scout Actor's Events+ fields, the 5 last events at the bottom are how it's setup. And, Actor Scout Shadow is basically a duplicate of HighTemplar Shadow, I just changed the Art-Model field to point to the scout
Here's what my final ability looks like =]
Thanks Borg