Sorry for the long wait they should be more frequently again, at the very least fortnightly :)
Weekly Data Exercise #15
Ok, back in the data side of things, this weeks exercise is multi stage abilities. I take this as one thing, an ability that when used it goes through several stages.
For Example:
Stage 1 - ability shoots a beam at a target
Stage 2 - starts upon impact of the target and splits into several more beams that spread out a few yards and then home back in on the original target
Stage 3 - when all beams hit an explosion happens
Challenges
None of yet, may post some later. Lets see what you can come up with first!
1) The first is Druiedia's standard attack. He shoots a green beam from his eyes at the target unit. From that unit, up to 6 additional branching beams are created. At each of these beams, an "entangling tree" is created on the unit's head, decreasing movement speed by 50% and melee damage by 70%.
2) This ability is far from finished, but right now Druiedia transforms into a stone zealot, punches the ground, and then shrinks. On the punch impact, a ring of spines are shot out of the ground, immobilizing any units on top of them and raising them into the air. These do 2 damage every .2 seconds for 1.5 seconds while the unit is impaled. Druiedia is vulnerable during the cast, but becomes invulnerable while casting the ability.
Eventually I am adding a force effect that knocks all the units within the spines out of a 6 unit radius, stunning them for .5 seconds. (Druiedia's main focus as a hero is to control pathing)
FYI I am going over how to make these in the next Data Monday, I think.
And yes, I know the sounds are bad, I am adding more once I get the technical stuff worked out. I will work on eyecandy (and earcandy I guess) once I get the technicals worked out.
Would this include an ability that creates like a powerdown effect at the end of the ability? Say like the overload abilities that phoenixes use to have.
I sort of did in the explanation above the post. Once I get a bit more done (more heroes and abilities) I will post a full HD video explaining them all. I don't really want to reveal too much about the game though...
Damnit... as usual, I hit a small snag that just stops me dead in my tracks, and I'm like 95% complete my ability... stupid validators... ><
Persistent, Periodically does a Search every X seconds.
I have my Search Effect, set up as
Radius 12
1 max target
Effect (Launch Missile)
Validator 'Does not Have Behavior X'
Launch Missile set up as
Impact 'Apply Behavior X'
The Behavior has a 10second duration, upon expiring, does the final stage.
My Validator setup as
Behavior - X
Compare - Not Equal To
Value - 1
What happens is that the search effect will always shoot at the same target... even though it has Behavior X. I tried switching the validator to Equal to 0, Less Than 1, nothing quite works right.
I tried setting the Target Sorts + field of the Search Effect and it helped a bit. The persistent does a search up to 20 times. I have 10 enemy marines within range. Sometimes I'm left with a marine or 2 left... My validator for some reason just won't work!
EDIT: NVM, I got it working.
Validator: Behavior X Equal to 0 works fine. I just had to place the Validator on the Launch Missile, instead of on the search.
Now I just have to tweak some visuals, maybe a sound or 2, and I need 1 Site Ops Offset.
Use the validator at the effect executed by the search, not at the search itself. Also, your behavior gets applied at impact, maybe the first missile didn't impact yet when the 2nd launches?
Condenser Shot:
(The marine does not really fit, and I did not adjust the animation; I was lazy ;) )
Well, I sort of stole my own ability and spiced it up a little :D
Weekly Data Exercise
Sorry for the long wait they should be more frequently again, at the very least fortnightly :)
Weekly Data Exercise #15
Ok, back in the data side of things, this weeks exercise is multi stage abilities. I take this as one thing, an ability that when used it goes through several stages.
For Example: Stage 1 - ability shoots a beam at a target
Stage 2 - starts upon impact of the target and splits into several more beams that spread out a few yards and then home back in on the original target
Stage 3 - when all beams hit an explosion happens
Challenges
None of yet, may post some later. Lets see what you can come up with first!
As per usual, any questions don't hesitate to ask
Have an Idea for the WDE, post it here!
Count me in!
Hmmmmm I got an idea. Give me an hour and I should be done
Great to be back and part of the community again!
@BorgDragon: Go
glad to hear it :) and good to be back
@TacoManStan: Go
awesome can't wait to see it
Almost done, just got to do some last polishing and then record :)
Well the vid is uploading to YouTube, seems like it should be done by next year...
Great to be back and part of the community again!
The Abilities:
1) The first is Druiedia's standard attack. He shoots a green beam from his eyes at the target unit. From that unit, up to 6 additional branching beams are created. At each of these beams, an "entangling tree" is created on the unit's head, decreasing movement speed by 50% and melee damage by 70%.
2) This ability is far from finished, but right now Druiedia transforms into a stone zealot, punches the ground, and then shrinks. On the punch impact, a ring of spines are shot out of the ground, immobilizing any units on top of them and raising them into the air. These do 2 damage every .2 seconds for 1.5 seconds while the unit is impaled. Druiedia is vulnerable during the cast, but becomes invulnerable while casting the ability.
Eventually I am adding a force effect that knocks all the units within the spines out of a 6 unit radius, stunning them for .5 seconds. (Druiedia's main focus as a hero is to control pathing)
FYI I am going over how to make these in the next Data Monday, I think.
And yes, I know the sounds are bad, I am adding more once I get the technical stuff worked out. I will work on eyecandy (and earcandy I guess) once I get the technicals worked out.
Great to be back and part of the community again!
Alright it is done. Check it out and tell me what you think, but bear in mind that it is not even close to done so don't judge too harshly please.
Oh and BTW the cooler ability is at 1:00 or so
Great to be back and part of the community again!
@TacoManStan: Go
Oh, sorry, I didn't see the ability; I was too busy looking at that terrain.
@Yeti434: Go
lol
@Everyone else: Yeti did the terrain, and that was his way of saying "I am awesome and should shadow everyone else" haha
Great to be back and part of the community again!
@TacoManStan: Go
Well, I wasn't trying to be that much of a douche. Anyways, that ability is freaking sweet! At least, I think so.
@Yeti434: Go
Yeah man don't worry I'm just kidding lol
Great to be back and part of the community again!
Hmm, working on something else atm (in the data editor as well xP)
Hopefully I''ll find time for this too (especially if you post some interesting challenges xD)
Would this include an ability that creates like a powerdown effect at the end of the ability? Say like the overload abilities that phoenixes use to have.
@TacoManStan: Go
mind explaining your ability a little, Its very hard to see whats going on with your aspect ratio.
@D1000: Go
nps :) there is always next one if you don't get time
@Keyeszx: Go
Anything where the ability has multiple stages, as in it requires the first stage to finish before the seconds starts
umm keyeszx are you doing the overload ablity?
Damn, how could I miss this for 2 days? xD
I have an idea floating around in my head, but I am not sure, if it will work or fit 100% with the multi stage idea.. whatever, I will try ;)
@nevjmac: Go
I sort of did in the explanation above the post. Once I get a bit more done (more heroes and abilities) I will post a full HD video explaining them all. I don't really want to reveal too much about the game though...
Great to be back and part of the community again!
Hrmmm!!!!!!!!!!!!!
Damnit... as usual, I hit a small snag that just stops me dead in my tracks, and I'm like 95% complete my ability... stupid validators... ><
Persistent, Periodically does a Search every X seconds.
I have my Search Effect, set up as
Launch Missile set up as
The Behavior has a 10second duration, upon expiring, does the final stage.
My Validator setup as
What happens is that the search effect will always shoot at the same target... even though it has Behavior X. I tried switching the validator to Equal to 0, Less Than 1, nothing quite works right.
I tried setting the Target Sorts + field of the Search Effect and it helped a bit. The persistent does a search up to 20 times. I have 10 enemy marines within range. Sometimes I'm left with a marine or 2 left... My validator for some reason just won't work!
EDIT: NVM, I got it working.
Validator: Behavior X Equal to 0 works fine. I just had to place the Validator on the Launch Missile, instead of on the search.
Now I just have to tweak some visuals, maybe a sound or 2, and I need 1 Site Ops Offset.
Use the validator at the effect executed by the search, not at the search itself. Also, your behavior gets applied at impact, maybe the first missile didn't impact yet when the 2nd launches?
Condenser Shot:
(The marine does not really fit, and I did not adjust the animation; I was lazy ;) )
Well, I sort of stole my own ability and spiced it up a little :D
You *could* say, it has multiple stages:
Seems a bit slack using a previous spell as the basis of your new one.
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