How would I go about making, say, a fireball that follows a straight path when fired, does damage over time to any unit within a certain radius, and explodes after a few seconds?
Search for tutorials on collision-detecting missiles, specifically piercing ones.
Short version: Launch Missile->Behavior on missile unit->periodically applies Search Area/Damage effect (short period length, behavior duration equal to intended missile lifetime)->Search to apply damage or just use splash damage->final effect on Behavior (on expiring): Suicide to kill missile (or use missile lifetime on the Mover of the missile)
You might need a "kills to caster" effect if kill credit is relevant. Iirc there's also a way to use a Persistent effect on the missile which still credits the original caster instead of the Behavior on the missile unit. I think it's the Launch Effect field in the Launch Missile effect.
Alternative is to do like the colossus attack except instead of having a beam impact at the Site (Mover) which followes the Create Persistent offsets you have your fireball model.
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So I tried duplicating a missile weapon and all its assets, reduced the speed in the mover, and added a buff behavior to the missile which applies a create persistent that does 4 damage every .1 seconds for 100 cycles. However, the missile appears to self destruct immediately after being fired. What am I doing wrong?
You really should exclude missiles (and invulnerable, stasis, dead) from damage effects. You don't want this fireball to be able to kill flying yamato missiles or the like, do you?
I excluded missiles and self, etc. from the damage search effect, but I couldn't figure out how to exclude itself from the actual damage hits. But for all intents and purposes, it's fully functional.
How would I go about making, say, a fireball that follows a straight path when fired, does damage over time to any unit within a certain radius, and explodes after a few seconds?
Search for tutorials on collision-detecting missiles, specifically piercing ones.
Short version: Launch Missile->Behavior on missile unit->periodically applies Search Area/Damage effect (short period length, behavior duration equal to intended missile lifetime)->Search to apply damage or just use splash damage->final effect on Behavior (on expiring): Suicide to kill missile (or use missile lifetime on the Mover of the missile)
You might need a "kills to caster" effect if kill credit is relevant. Iirc there's also a way to use a Persistent effect on the missile which still credits the original caster instead of the Behavior on the missile unit. I think it's the Launch Effect field in the Launch Missile effect.
Alternative is to do like the colossus attack except instead of having a beam impact at the Site (Mover) which followes the Create Persistent offsets you have your fireball model.
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
So I tried duplicating a missile weapon and all its assets, reduced the speed in the mover, and added a buff behavior to the missile which applies a create persistent that does 4 damage every .1 seconds for 100 cycles. However, the missile appears to self destruct immediately after being fired. What am I doing wrong?
You don't need a Persistent effect and a Behavior. Behaviors can emulate a persistent effect on the unit.
I assume you didn't exclude player units and/or missiles from the damage effect, and since missiles have low HP by default...
@Photoloss: Go
Thanks, I just increased the health of the missile, and it worked!
You really should exclude missiles (and invulnerable, stasis, dead) from damage effects. You don't want this fireball to be able to kill flying yamato missiles or the like, do you?
@Photoloss: Go
I excluded missiles and self, etc. from the damage search effect, but I couldn't figure out how to exclude itself from the actual damage hits. But for all intents and purposes, it's fully functional.
The Damage effect splash has an independent filter field as can search effects. Could walyes use the Unit Filters validator.
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