Visual:
-The tank launches a smoke missile type object that looks and works like the EMP from Broodwar
-Once it impacts, it creates a line of sight blocking smoke
-lasts 15s, on 30s cooldown
-The cursor shows the shape of the line it should be 1x4 (equal to appx. 4 doodads of LOS blocker Space Platform)
-Once the missile impacts, smoke should be instantaneously spawned
Sound:
-Should sound like a soft missile launch (Marauder grenade or Ghost SC2 EMP)
Effect:
-Once the missile impacts it should spawn a line of smoke (or as a placeholder, spawn a temporary line of LOS blocking doodads from Space Platform
-It works like any regular LOS blocker. Obscures direct vision.
-Multiple Shells may be launched to form different shapes
-The angle of the line should be 90 degress (or perpendicular) to the launch direction. For example, > |
If you would like to read more about the details, please refer to the Teamliquid thread.
Does any Data experts want to tackle this? Credit will be given where it is due. Please help me code this. I believe this would be a new and exciting ability that may be used in HOTS if it proves to be fun, interesting and effective.
The los blocking is part of the footprint. Just have the missile impact use a Create Persistent to spawn los blocking units with a timed life that are unselectable and have a height of 4 else air units can look over it.
Getting the cursor to show properly will require a Model actor that has the basic scope follow SOp created on the ability cursor and destroyed on cancel. You then need to give it a SOp forward vector to get it to face the caster and then attach your other visual models at an offset to it.
Rollback Post to RevisionRollBack
Contribute to the wiki (Wiki button at top of page) Considered easy altering of the unit textures?
The los blocking is part of the footprint. Just have the missile impact use a Create Persistent to spawn los blocking units with a timed life that are unselectable and have a height of 4 else air units can look over it.
Getting the cursor to show properly will require a Model actor that has the basic scope follow SOp created on the ability cursor and destroyed on cancel. You then need to give it a SOp forward vector to get it to face the caster and then attach your other visual models at an offset to it.
Okay thank for the reply, but I'm such a noob to the editor that I have no idea how to make that. If it is not too much trouble, do you think you can help me make that within a popular Season 8 ladder map, so we can test this ability in a real game?
I find it best to start from scratch and not modify existing maps. Still I can take you through the creation process. For a start read some of the tutorials on attachments by ProzaicMuse.
Rollback Post to RevisionRollBack
Contribute to the wiki (Wiki button at top of page) Considered easy altering of the unit textures?
I find it best to start from scratch and not modify existing maps. Still I can take you through the creation process. For a start read some of the tutorials on attachments by ProzaicMuse.
Sure, but eventually I not only want to test this ability to see if it works technically, but how it will work with timings and mass engagements in a real game, therefore I need a melee map to do that. Is there a way to import this new Siege Tank that I will be making into a ladder map?
What I want to do is:
- Make an ability on cooldown not energy
- Make it launch a missile (that's fairly fast), but not instantaneous
- Make it work in both Sieged and Tank mode of the tank with 2 different sets of ranges. (2-13 for Sieged Mode) and (7 for Tank Mode)
- Once the missile impacts, it would spawn a line of 4 of those Space Platform LOS blocking doodads (life duration 15s). Look at my OP's Teamliquid link for picture references.
- I do want air units to see over it like regular LOS blockers on maps.
- Make a simple cursor to show the line shape of the spell pattern.
- Since the spell is in a line (not circle) I would like the cursor and the direction to change depending on the target's relative position from the Tank from which it was launched, say a 90 degree tangent to any point on the 360 degree circle around the tank.
- Make appropriate launch and impact sounds. Launch sound could be copied from D8, Seeker Missile or EMP. Impact sound needs to sound like a soft pop of a smoke grenade type munition.
- The doodads spawned can be stacked on top of one another like Forcefields to form bigger shapes or longer lines.
Do you think this is possible with the editor?
Thanks for response. There's a lot of support and enthusiasm behind this idea from Teamliquid. It would be great if I can make a map where people can test it out in a real game.
I tried with the very basic necessities. The smoke is selectable for testing purposes. Does not work on sieged siege tank yet. Does place where you are facing. Does block vision. It also blocks movement which will need fixing.
The los blocking is part of the footprint. Just have the missile impact use a Create Persistent to spawn los blocking units with a timed life that are unselectable and have a height of 4 else air units can look over it.
Getting the cursor to show properly will require a Model actor that has the basic scope follow SOp created on the ability cursor and destroyed on cancel. You then need to give it a SOp forward vector to get it to face the caster and then attach your other visual models at an offset to it.
Wait I thought you could only affect the vision height of a unit (how high a unit can see) and whether it's in the air or ground plane. How do you change a unit's actual height outside of aesthetics (via the UI:height field) ?
Using that field affects how high it sees. You will find that altering this field allows units to see over los blockers of a lower height. It also affects the height missiles start from.
I tried with the very basic necessities. The smoke is selectable for testing purposes. Does not work on sieged siege tank yet. Does place where you are facing. Does block vision. It also blocks movement which will need fixing.
Wow! That is so fucking cool! Thank you. I like the fact that it has a life-time bar that shows how long it lasts.
One little thing needs fixing among the things you've listed. Can you center the placement? It seems right now the screen places to the left of the cursor.
Perhaps also change the hotkey to something that won't conflict with (S)top, maybe C or F.
I give you artistic freedom to make this ability look and sound cool. For the final version:
- When the smoke dies, it shouldn't explode or make noise, I know it is WIP for now. Though if you have the 4 explosions BEFORE the smoke pops out it would be like a tank deploying smoke.
- The sound of the deployment should be adjusted so that players can hear what's going on if they are looking near the battlefield, but not all the way across the map like the Nydus Worm. This is important and has gameplay repercussions.
- For sound references of how Smoke Artillery Rounds sound like
-Other than that, you have most of the artistic freedom because I like what you did with the burning smoke. There's a few ways you can show this effect though. One is as a missile that air bursts and distributes the smoke bomblets. Or the tank can launch 4 bomblets that explode in midair to form the smoke. For the launch sound, reference the tank video above.
-One final thing. The projectile shouldn't land instantaneously. The spell should cast instantaneously, but the smoke rounds should have a little bit a flight time to show spectators and players that there's a physical object that actually flies out. It should fly at speeds between that of the thrown D8 charge and the Ghost's EMP round. It should give T players enough time to fire the spell, and unsiege during the flight time to attack with the element of surprise.
-I know the above description is confusing. But imagine this. How would you like this spell to be used in high-level pro games? What kind of responsiveness do you want players to have?
Thanks again. Can't wait for V2, so we can test this eventually in a real game.
Edit,
-Another bug I found. When I try to use it rapidly, like forcefields, the spawned smoke emitters sometimes doesn't spawn in a straight line. It looks realistic this way, but when it happens like this it doesn't cover the LOS anymore, at times, but at times it does. We need to make it more consistent so players can tell when it does and when it doesn't.
-Once collision is fixed, this spell should be able to be cast under units, but unlike forcefields it doesn't push units away.
Wow! That is just awesome. I tested vs a line of Sieged Tanks, and with proper micro, I took them all out without taking any damage on my own tanks.
A few things needs fixing though:
-Is it possible to remove the health bars but leave the timer bars? Perhaps make it into 1 big timer bar for all 4 bomblets, but it does look good as it is.
-We really need a cursor to show how it spreads, so players can shape multiple spells properly to conceal vision
-As you mentioned, sounds. Sounds are important because they have effect on gameplay and are intended to alert players to the spell.
-Siege Mode. I know it doesn't work right now, but in the final version the Smoke Shell should launch further in Siege mode than tank mode. In Siege Mode it should have the max range of 13 (for now, to be balanced during testing). So, two different ranges for two different modes, is that possible?
I really like what you did with the smoke effects. I like how it slowly dissipates after the spell ends, even though vision has been granted immediately. That looks hella realistic. Also, the range indicator helps a great deal.
Thanks for your work. I look forward to the next version.
The sieged Siege Tanks seem to not be able to use the ability because they can't turn. That is because of the pathing footprint. What approach do you want me to do: a. try to modify it (hard) b. remove it and try to mess with the units radius (Medium) c. Remove ability altogether. (Easy)
Edit: We may have to keep the pathing footprint. When it is taken off and you use the ability, the sieged Siege Tank rotates to the target point which looks really weird. Can anyone help me with that? I attached the map. The sounds are done too.
The sieged Siege Tanks seem to not be able to use the ability because they can't turn.
That is because of the pathing footprint. What approach do you want me to do:
a. try to modify it (hard)
b. remove it and try to mess with the units radius (Medium)
c. Remove ability altogether. (Easy)
I'm not an expert so I don't really know what those options entirely entail. Can't the turret turn though? Is it possible to link the ability to the turret instead of the tank?
One possible problem I can forsee is that since the turret turns slowly it might delay the deployment of the ability. I hope it works out and maybe someone can help us out.
Edit,
There doesn't seem to be a launch or detonation sound. The burning sound is cool though. This video for reference. Except the sounds need to be a little louder and prominent.
Also, there seems to be a bug where when deploying on the move at oblique angles that only 3 emitters spawn instead of 4.
Can't you make it that the Sieged up tank doesn't have to turn to cast the spell? But use the point of origin of the Tank as a reference point to shape the smoke emitters?
Edit,
Also, how do we import this unit into a normal popular melee map, so I can publish it and have people play test it?
Hello,
I'm new to the editor, but this ability is unique and I can't find any similar tutorials on making this.
My idea is this: http://www.teamliquid.net/forum/viewmessage.php?topic_id=345093
Visual: -The tank launches a smoke missile type object that looks and works like the EMP from Broodwar -Once it impacts, it creates a line of sight blocking smoke -lasts 15s, on 30s cooldown -The cursor shows the shape of the line it should be 1x4 (equal to appx. 4 doodads of LOS blocker Space Platform) -Once the missile impacts, smoke should be instantaneously spawned
Sound: -Should sound like a soft missile launch (Marauder grenade or Ghost SC2 EMP)
Effect: -Once the missile impacts it should spawn a line of smoke (or as a placeholder, spawn a temporary line of LOS blocking doodads from Space Platform -It works like any regular LOS blocker. Obscures direct vision. -Multiple Shells may be launched to form different shapes -The angle of the line should be 90 degress (or perpendicular) to the launch direction. For example,
> |If you would like to read more about the details, please refer to the Teamliquid thread.
Does any Data experts want to tackle this? Credit will be given where it is due. Please help me code this. I believe this would be a new and exciting ability that may be used in HOTS if it proves to be fun, interesting and effective.
Thanks
The los blocking is part of the footprint. Just have the missile impact use a Create Persistent to spawn los blocking units with a timed life that are unselectable and have a height of 4 else air units can look over it.
Getting the cursor to show properly will require a Model actor that has the basic scope follow SOp created on the ability cursor and destroyed on cancel. You then need to give it a SOp forward vector to get it to face the caster and then attach your other visual models at an offset to it.
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
@DrSuperEvil: Go
Okay thank for the reply, but I'm such a noob to the editor that I have no idea how to make that. If it is not too much trouble, do you think you can help me make that within a popular Season 8 ladder map, so we can test this ability in a real game?
I find it best to start from scratch and not modify existing maps. Still I can take you through the creation process. For a start read some of the tutorials on attachments by ProzaicMuse.
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
Sure, but eventually I not only want to test this ability to see if it works technically, but how it will work with timings and mass engagements in a real game, therefore I need a melee map to do that. Is there a way to import this new Siege Tank that I will be making into a ladder map?
What I want to do is: - Make an ability on cooldown not energy
- Make it launch a missile (that's fairly fast), but not instantaneous
- Make it work in both Sieged and Tank mode of the tank with 2 different sets of ranges. (2-13 for Sieged Mode) and (7 for Tank Mode)
- Once the missile impacts, it would spawn a line of 4 of those Space Platform LOS blocking doodads (life duration 15s). Look at my OP's Teamliquid link for picture references.
- I do want air units to see over it like regular LOS blockers on maps.
- Make a simple cursor to show the line shape of the spell pattern.
- Since the spell is in a line (not circle) I would like the cursor and the direction to change depending on the target's relative position from the Tank from which it was launched, say a 90 degree tangent to any point on the 360 degree circle around the tank.
- Make appropriate launch and impact sounds. Launch sound could be copied from D8, Seeker Missile or EMP. Impact sound needs to sound like a soft pop of a smoke grenade type munition.
- The doodads spawned can be stacked on top of one another like Forcefields to form bigger shapes or longer lines.
Do you think this is possible with the editor?
Thanks for response. There's a lot of support and enthusiasm behind this idea from Teamliquid. It would be great if I can make a map where people can test it out in a real game.
@CanuckSC: Go
I tried with the very basic necessities. The smoke is selectable for testing purposes. Does not work on sieged siege tank yet. Does place where you are facing. Does block vision. It also blocks movement which will need fixing.
Wait I thought you could only affect the vision height of a unit (how high a unit can see) and whether it's in the air or ground plane. How do you change a unit's actual height outside of aesthetics (via the UI:height field) ?
Using that field affects how high it sees. You will find that altering this field allows units to see over los blockers of a lower height. It also affects the height missiles start from.
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
Wow! That is so fucking cool! Thank you. I like the fact that it has a life-time bar that shows how long it lasts.
One little thing needs fixing among the things you've listed. Can you center the placement? It seems right now the screen places to the left of the cursor.
Perhaps also change the hotkey to something that won't conflict with (S)top, maybe C or F.
I give you artistic freedom to make this ability look and sound cool. For the final version:
- When the smoke dies, it shouldn't explode or make noise, I know it is WIP for now. Though if you have the 4 explosions BEFORE the smoke pops out it would be like a tank deploying smoke. - The sound of the deployment should be adjusted so that players can hear what's going on if they are looking near the battlefield, but not all the way across the map like the Nydus Worm. This is important and has gameplay repercussions. - For sound references of how Smoke Artillery Rounds sound like
-Other than that, you have most of the artistic freedom because I like what you did with the burning smoke. There's a few ways you can show this effect though. One is as a missile that air bursts and distributes the smoke bomblets. Or the tank can launch 4 bomblets that explode in midair to form the smoke. For the launch sound, reference the tank video above.
-One final thing. The projectile shouldn't land instantaneously. The spell should cast instantaneously, but the smoke rounds should have a little bit a flight time to show spectators and players that there's a physical object that actually flies out. It should fly at speeds between that of the thrown D8 charge and the Ghost's EMP round. It should give T players enough time to fire the spell, and unsiege during the flight time to attack with the element of surprise.
-I know the above description is confusing. But imagine this. How would you like this spell to be used in high-level pro games? What kind of responsiveness do you want players to have?
Thanks again. Can't wait for V2, so we can test this eventually in a real game.
Edit,
-Another bug I found. When I try to use it rapidly, like forcefields, the spawned smoke emitters sometimes doesn't spawn in a straight line. It looks realistic this way, but when it happens like this it doesn't cover the LOS anymore, at times, but at times it does. We need to make it more consistent so players can tell when it does and when it doesn't.
-Once collision is fixed, this spell should be able to be cast under units, but unlike forcefields it doesn't push units away.
@CanuckSC: Go
v2.0 no sounds or models one death. collision fixed. added explosion in beginning.
TODO: Missile to shoot.
v2.1 Added missile so it is not instant. Added range indicator.
@Barricader0: Go
Wow! That is just awesome. I tested vs a line of Sieged Tanks, and with proper micro, I took them all out without taking any damage on my own tanks.
A few things needs fixing though: -Is it possible to remove the health bars but leave the timer bars? Perhaps make it into 1 big timer bar for all 4 bomblets, but it does look good as it is.
-We really need a cursor to show how it spreads, so players can shape multiple spells properly to conceal vision
-As you mentioned, sounds. Sounds are important because they have effect on gameplay and are intended to alert players to the spell.
-Siege Mode. I know it doesn't work right now, but in the final version the Smoke Shell should launch further in Siege mode than tank mode. In Siege Mode it should have the max range of 13 (for now, to be balanced during testing). So, two different ranges for two different modes, is that possible?
I really like what you did with the smoke effects. I like how it slowly dissipates after the spell ends, even though vision has been granted immediately. That looks hella realistic. Also, the range indicator helps a great deal.
Thanks for your work. I look forward to the next version.
@CanuckSC: Go
I won't be able to work on it for a couple hours since I am packing.
@Barricader0: Go
The sieged Siege Tanks seem to not be able to use the ability because they can't turn.
That is because of the pathing footprint. What approach do you want me to do:
a. try to modify it (hard)
b. remove it and try to mess with the units radius (Medium)
c. Remove ability altogether. (Easy)
Edit: We may have to keep the pathing footprint. When it is taken off and you use the ability, the sieged Siege Tank rotates to the target point which looks really weird. Can anyone help me with that? I attached the map. The sounds are done too.
I'm not an expert so I don't really know what those options entirely entail. Can't the turret turn though? Is it possible to link the ability to the turret instead of the tank?
@CanuckSC: Go
I will try to link the turret to the ability.
@Barricader0: Go
One possible problem I can forsee is that since the turret turns slowly it might delay the deployment of the ability. I hope it works out and maybe someone can help us out.
Edit,
There doesn't seem to be a launch or detonation sound. The burning sound is cool though. This video for reference. Except the sounds need to be a little louder and prominent.
The only problem I am having is linking the ability to the turret. Which I have no idea how to do.
There is actually always 4 but 1 may be hidden behind or in 1 of the smoke units. I am working on the launch sound. There is a detonation sound also.
@Barricader0: Go
Okay. We may have to wait for someone who knows.
Can't you make it that the Sieged up tank doesn't have to turn to cast the spell? But use the point of origin of the Tank as a reference point to shape the smoke emitters?
Edit,
Also, how do we import this unit into a normal popular melee map, so I can publish it and have people play test it?