So, I recently decided that i wanted to make a map; It's a pretty simple map, but I've been running into roadblock after roadblock concerning the Data Editor. Some of this stuff i could probably work out on my own, using the almighty Google to my advantage, but some of it i most certainly cannot (I've already tried for a couple things in here, no luck.)
I'm a pretty awful map-maker at the moment, as I'm only just now trying to do anything cohesive with it, so please bare with me~
By order of importance/difficulty from least to greatest, here are my questions
1) How do i create an auto-cast spell that launches a projectile which does XYZ damage and applies a XYZ % slow attack speed/movement speed behavior, having no cast time and costing 50 mana? And more specifically, how could i give this projectile a graphic? I'd be wanting some kind of icey cloud or bolt, if at all possible.
2) How do i change the color of a colossus' attack, beam, impact and all? I'd like to change it from its usual red/orange coloration to something darker, purplish maybe. I'd also like to know how to turn it green, since I'd be using both color variants. Presumably changing it to green would use the same methodology as changing it to purple, though. At least i think so. I dunno, I'm really quite awful at map-making :S
3) How do i give a visual effect to auras? More specifically, how do i put said visual effect on the targets of said auras? IE: Firey aura that makes affected units look like they're on fire, icey one that makes them look a little bit frozen, etc. ? I'm sure there's a way to do this, but i cant figure it out on my own :(
4) How do i make a spell that causes an icey bolt/cloud projectile to fall from the sky at a target location, leaving a sort of smoke trail behind it, that explodes when it lands, dealing XYZ damage in the area where it explodes along with applying the aforementioned slowdown effect? This one has me stumped in two areas, the first being "How do i make it fall from the sky?" and the second, more utterly perplexing area "How do i make it leave a little trail behind it that disappears after a few seconds?". I don't even know if this one is possible, but seeing what some of you masters (That means you, Dr.SuperEvil and co.) have done with the editor I'm sure it is. If it is, a step-by-step tutorial would be needed at the very least~ This data editor business confuses me to no end. It's "taking larger numbers away from smaller numbers" all over again!
5) How do i make a starfall/rain of fire style ability that causes projectiles to fall from the sky in a target location, exploding in a small radius for XYZ damage when they land? This one really has me stumped~ I was following the "Raining Cows" tutorial ( http://www.sc2mapster.com/forums/resources/tutorials/17869-data-z-offset-projectiles-its-raining-cows/ ) for it, but when i got to Step 9 i suddenly realized how utterly lost i was. If at all possible, I'd like a more simplified step-by-step tutorial, ideally with a downloadable example map. I know that's asking a lot, but I'm not sure if anything less would work for me, considering how unskilled i am at all this.
And that should just about cover all of the stuff for my map that I'm not sure how to do- I'm sure this stuff has been answered somewhere else already by now, but I'd like personal answers to my questions; It'd help me understand what's actually going on if i know what it's pertaining to.
XOXO to anyone who can help me out with this stuff, i really want to contribute to the arcade, but i don't want to contribute any substandard material; The last thing the arcade needs is me bringing down the average :P
Normally, things falling from the sky have animations on their model that makes them look like they're falling from the sky, ofcourse you can simulate this by modifying the height using effects. Just giving you some comments, not really gonna go all out solution on this.
Edit: even movers might be able to simulate this, it wont look as good as if you were to make the animation tho :P
1) Use an Effect - Target ability, make sure the Auto Cast flag under Stats: Flags is enabled and the various fields beginning with autocast are set to your liking. Under what conditions is it to do x/y/z? I say have a simple Launch Missile effect that does like the marauder with a Set effect on impact that does a Damage effect and an Apply Behavior effect that applies a Buff behaviour that does the slowing. Use an Action actor creation when the Launch Missile effect is used for the visuals else just give the Missile actor itself the wanted visual.
2) The Action actor creates a Model type actor using the Combat: Impact Model field. Alter the actor events of that actor or make a new one and link to that. Use either a Set Tint Color or Texture Select By ID event action (for the second one refer to the tutorial in my signature).
3) Use a Model type actor with a retextured splat model like the zergaoecursor. For the visuals on the targets do like the zerg fungal growth and have a Model type actor created on the target when the aura target behaviour is applied.
4) Have a Model type actor created at a high z offset (preferably around the target using a SOp Random Point In Sphere SOp) that has a Site type actor hosted on it. Then set the Combat: Launch Site field of the Action actor to this site. Else look at the raining cows tutorial.
For the second part just for the like templar shadows. Yes there is a tutorial on it. Just give the Missile actor a looping timer under events that creates a Model actor with a timed duration (also events).
5) For that use as in number 4 but have the missile mover use a Throw driver going -ve z.
At least you are trying to better yourself since the arcade (at least in Europe) has a pretty low standard.
Rollback Post to RevisionRollBack
Contribute to the wiki (Wiki button at top of page) Considered easy altering of the unit textures?
Haha, you guys are awesome! Thanks to y'all, i managed to get the starfall/rain ability to work, tinted the colossus beam and made the single target Z offset ability to boot- Now i can get back to balancing and design, my personal favorite parts of map making :)
If for some ungodly reason my map ever gets popular, i'll be sure to give credit to you two for help, along with the other resources i found here on sc2mapster.
So, I recently decided that i wanted to make a map; It's a pretty simple map, but I've been running into roadblock after roadblock concerning the Data Editor. Some of this stuff i could probably work out on my own, using the almighty Google to my advantage, but some of it i most certainly cannot (I've already tried for a couple things in here, no luck.)
I'm a pretty awful map-maker at the moment, as I'm only just now trying to do anything cohesive with it, so please bare with me~
By order of importance/difficulty from least to greatest, here are my questions
1) How do i create an auto-cast spell that launches a projectile which does XYZ damage and applies a XYZ % slow attack speed/movement speed behavior, having no cast time and costing 50 mana? And more specifically, how could i give this projectile a graphic? I'd be wanting some kind of icey cloud or bolt, if at all possible.
2) How do i change the color of a colossus' attack, beam, impact and all? I'd like to change it from its usual red/orange coloration to something darker, purplish maybe. I'd also like to know how to turn it green, since I'd be using both color variants. Presumably changing it to green would use the same methodology as changing it to purple, though. At least i think so. I dunno, I'm really quite awful at map-making :S
3) How do i give a visual effect to auras? More specifically, how do i put said visual effect on the targets of said auras? IE: Firey aura that makes affected units look like they're on fire, icey one that makes them look a little bit frozen, etc. ? I'm sure there's a way to do this, but i cant figure it out on my own :(
4) How do i make a spell that causes an icey bolt/cloud projectile to fall from the sky at a target location, leaving a sort of smoke trail behind it, that explodes when it lands, dealing XYZ damage in the area where it explodes along with applying the aforementioned slowdown effect? This one has me stumped in two areas, the first being "How do i make it fall from the sky?" and the second, more utterly perplexing area "How do i make it leave a little trail behind it that disappears after a few seconds?". I don't even know if this one is possible, but seeing what some of you masters (That means you, Dr.SuperEvil and co.) have done with the editor I'm sure it is. If it is, a step-by-step tutorial would be needed at the very least~ This data editor business confuses me to no end. It's "taking larger numbers away from smaller numbers" all over again!
5) How do i make a starfall/rain of fire style ability that causes projectiles to fall from the sky in a target location, exploding in a small radius for XYZ damage when they land? This one really has me stumped~ I was following the "Raining Cows" tutorial ( http://www.sc2mapster.com/forums/resources/tutorials/17869-data-z-offset-projectiles-its-raining-cows/ ) for it, but when i got to Step 9 i suddenly realized how utterly lost i was. If at all possible, I'd like a more simplified step-by-step tutorial, ideally with a downloadable example map. I know that's asking a lot, but I'm not sure if anything less would work for me, considering how unskilled i am at all this.
And that should just about cover all of the stuff for my map that I'm not sure how to do- I'm sure this stuff has been answered somewhere else already by now, but I'd like personal answers to my questions; It'd help me understand what's actually going on if i know what it's pertaining to.
XOXO to anyone who can help me out with this stuff, i really want to contribute to the arcade, but i don't want to contribute any substandard material; The last thing the arcade needs is me bringing down the average :P
3) You can tint models in its actor events.
Normally, things falling from the sky have animations on their model that makes them look like they're falling from the sky, ofcourse you can simulate this by modifying the height using effects. Just giving you some comments, not really gonna go all out solution on this.
Edit: even movers might be able to simulate this, it wont look as good as if you were to make the animation tho :P
1) Use an Effect - Target ability, make sure the Auto Cast flag under Stats: Flags is enabled and the various fields beginning with autocast are set to your liking. Under what conditions is it to do x/y/z? I say have a simple Launch Missile effect that does like the marauder with a Set effect on impact that does a Damage effect and an Apply Behavior effect that applies a Buff behaviour that does the slowing. Use an Action actor creation when the Launch Missile effect is used for the visuals else just give the Missile actor itself the wanted visual.
2) The Action actor creates a Model type actor using the Combat: Impact Model field. Alter the actor events of that actor or make a new one and link to that. Use either a Set Tint Color or Texture Select By ID event action (for the second one refer to the tutorial in my signature).
3) Use a Model type actor with a retextured splat model like the zergaoecursor. For the visuals on the targets do like the zerg fungal growth and have a Model type actor created on the target when the aura target behaviour is applied.
4) Have a Model type actor created at a high z offset (preferably around the target using a SOp Random Point In Sphere SOp) that has a Site type actor hosted on it. Then set the Combat: Launch Site field of the Action actor to this site. Else look at the raining cows tutorial.
For the second part just for the like templar shadows. Yes there is a tutorial on it. Just give the Missile actor a looping timer under events that creates a Model actor with a timed duration (also events).
5) For that use as in number 4 but have the missile mover use a Throw driver going -ve z.
At least you are trying to better yourself since the arcade (at least in Europe) has a pretty low standard.
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
Haha, you guys are awesome! Thanks to y'all, i managed to get the starfall/rain ability to work, tinted the colossus beam and made the single target Z offset ability to boot- Now i can get back to balancing and design, my personal favorite parts of map making :)
If for some ungodly reason my map ever gets popular, i'll be sure to give credit to you two for help, along with the other resources i found here on sc2mapster.
Just check out my demo maps for some inspiration (the ones that still work).
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