Hi,
I'm new to this forum and so far everything I find here is very helpful. However I am currently working on this new ability and it's quite a huge challenge for me.I am planning to make this ability that is similar to one of the Devastator attacks in Prototype where spikes will come out of the ground around the unit using this ability and damage everything within a radius.
Here is a brief description of the ability: When activated, the unit will burrow and prepare 3 seconds before the spikes appear (with different height/scale) from beneath the ground in a within a circle radius around the unit damaging all units in that area. Just picture the lurker attack but going outwards from the unit in all directions instead of towards the target, and the spikes will be of random height.
(The spikes will be based on the Lurker spike weapon model.)
What I need help with is:
1. How do I make the spike models scale differently when it is "played" by the actors?
2. How do I make the attack go outwards towards the end of the "radius" in all directions?
3. As for the damage effect of the spikes, do I need to create a set for "each direction" and then set it to the ability, or can someone teach me how to create an effect that will damage every unit within the area of attack?
I'm not sure if i would have to create dummies for each direction and then making each dummy play the lurker attack which is scaled, or is there a better and less complicated way to do this?
Another ability that I need help and forgot to include in this post at first:
How do I remove an "armed magazine" when another magazine is armed?
To be more specific, I already created an ability that allows players to upgrade their Nuke Missile once it has been "armed" with the standard ghost nuke at the Ghost Academy. The effect I would like is that once the player clicks on the button "Upgrade Nuke" at the Ghost Academy, the existing nuke will be removed, but if the player cancel the "Upgrade Nuke" in process, the standard ghost nuke will become "armed" again.
Any help is greatly appreciated. Thanks
As far as point 3 goes: with splash damage, you can specify the arc, meaning the radius from the unit, it searches for units to hit. Make the Arc 360° and it will be all around.
Point 1 I don't know.
Point 2 should be s.th. about multiple persistents maybe?
Create a Persistent effect (like the hellion's flamethrower or the lurker's spines).
Then create another Persistent that casts the first effect several times on the casting unit with different offsets.
I'm not sure how to do the scaling.. the best idea I have right now would be to create several actors with different sizes.
For the scaling, there are fields on the Model for your Actor for Scale Minimum and Scale Maximum. If they're different, the model scale is randomized every time it's created.
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Here is a brief description of the ability: When activated, the unit will burrow and prepare 3 seconds before the spikes appear (with different height/scale) from beneath the ground in a within a circle radius around the unit damaging all units in that area. Just picture the lurker attack but going outwards from the unit in all directions instead of towards the target, and the spikes will be of random height. (The spikes will be based on the Lurker spike weapon model.)
What I need help with is:
1. How do I make the spike models scale differently when it is "played" by the actors?
2. How do I make the attack go outwards towards the end of the "radius" in all directions?
3. As for the damage effect of the spikes, do I need to create a set for "each direction" and then set it to the ability, or can someone teach me how to create an effect that will damage every unit within the area of attack?
I'm not sure if i would have to create dummies for each direction and then making each dummy play the lurker attack which is scaled, or is there a better and less complicated way to do this? Another ability that I need help and forgot to include in this post at first: How do I remove an "armed magazine" when another magazine is armed?
To be more specific, I already created an ability that allows players to upgrade their Nuke Missile once it has been "armed" with the standard ghost nuke at the Ghost Academy. The effect I would like is that once the player clicks on the button "Upgrade Nuke" at the Ghost Academy, the existing nuke will be removed, but if the player cancel the "Upgrade Nuke" in process, the standard ghost nuke will become "armed" again. Any help is greatly appreciated. Thanks
As far as point 3 goes: with splash damage, you can specify the arc, meaning the radius from the unit, it searches for units to hit. Make the Arc 360° and it will be all around.
Point 1 I don't know. Point 2 should be s.th. about multiple persistents maybe?
What I'd so to get the circular spikes:
Create a Persistent effect (like the hellion's flamethrower or the lurker's spines).
Then create another Persistent that casts the first effect several times on the casting unit with different offsets.
I'm not sure how to do the scaling.. the best idea I have right now would be to create several actors with different sizes.
For the scaling, there are fields on the Model for your Actor for Scale Minimum and Scale Maximum. If they're different, the model scale is randomized every time it's created.