So I'm gearing up for the final Amber Sun mission, and it will feature several boss fights if things go as planned. However, if I am to reach my lofty goals, I'm going to have to consult you guys. The challenge is to create attacks that the player can dodge, something that's essential in boss fights.
So, I'm wondering: is it possible to make standard attacks dodgeable? Obviously, some are more different than others, but what about the Banshee attack, for instance? I also wonder if there are other solutions to my problems. Certain stuff, like the Archangel missiles and nukes, are obviously dodgeable. But is it difficult to create custom variants? I've seen stuff on the Arcade, but this really isn't my area of expertise.
If someone wants to help design too, that would also be great. I'd love to collaborate with a talented data specialist looking for a map.
Basically, make everything an AoE attack aimed at a Point (default probably Target Point). This will make attacks act like "realistic" dumbfire projectiles instead of magically homing in on the intended target.
To give ample time and allow visual cues either make all attacks projectile-based via Launch Missile effects or use Persistent effects as delay timers (Effect.Persistent.Start is the actor event for visual warnings, Effect.Damage/Whatever.Start stays the trigger for impact visuals). Missiles can also be additionally delayed this way, like a sniper shot or charged cannon blast.
For the Banshee, set the impact location of the (already existing) Launch Missile effect to Target Point and add an aoe component to the Damage effect (for example a flat fraction:1 radius:0.25); adjust the dodge time by altering the missile speed on the missile Mover.
speed is set by the Movers data type while the aoe is either a Search Area effect or a Damage effect. As has been already stated the timings can be set by Create Persistent effects.
Rollback Post to RevisionRollBack
Contribute to the wiki (Wiki button at top of page) Considered easy altering of the unit textures?
Okay, I attached the Banshee missiles to a Thor, and managed to make him hit a point (so that the attack can be dodged), but now he won't do any damage.
These are the changes I've made:
Effects:
Banshee - Backlash Rockets (Create Persistent):
Target / Location - Value: Target Point
Banshee - Backlash Rockets (Damage):
Target / Impact Location - Value: Target Point
I noticed that the effect "disappears", sort of. It's like the missile just goes into the ground. I tried a lot of different variations, but I can't make it work!
EDIT: I found out what the problem was (I hadn't modified the search stats for damage).
Sounds like the attack actor isn't set up properly.
Make sure the launch and impact tokens are set, that it has the right missile actor set, and that you have at least a sound or model in the impact field (bizarre editor bug).
Rollback Post to RevisionRollBack
To post a comment, please login or register a new account.
So I'm gearing up for the final Amber Sun mission, and it will feature several boss fights if things go as planned. However, if I am to reach my lofty goals, I'm going to have to consult you guys. The challenge is to create attacks that the player can dodge, something that's essential in boss fights.
So, I'm wondering: is it possible to make standard attacks dodgeable? Obviously, some are more different than others, but what about the Banshee attack, for instance? I also wonder if there are other solutions to my problems. Certain stuff, like the Archangel missiles and nukes, are obviously dodgeable. But is it difficult to create custom variants? I've seen stuff on the Arcade, but this really isn't my area of expertise.
If someone wants to help design too, that would also be great. I'd love to collaborate with a talented data specialist looking for a map.
Basically, make everything an AoE attack aimed at a Point (default probably Target Point). This will make attacks act like "realistic" dumbfire projectiles instead of magically homing in on the intended target.
To give ample time and allow visual cues either make all attacks projectile-based via Launch Missile effects or use Persistent effects as delay timers (Effect.Persistent.Start is the actor event for visual warnings, Effect.Damage/Whatever.Start stays the trigger for impact visuals). Missiles can also be additionally delayed this way, like a sniper shot or charged cannon blast.
For the Banshee, set the impact location of the (already existing) Launch Missile effect to Target Point and add an aoe component to the Damage effect (for example a flat fraction:1 radius:0.25); adjust the dodge time by altering the missile speed on the missile Mover.
I will look into that, thank you. Might be pestering you for details, though, as this is a relatively new field for me.
How hard is it to adjust difficulty paramaters like speed, AOE, stuff like that? I reckon I might be adjusting those quite a bit until I'm satisfied.
speed is set by the Movers data type while the aoe is either a Search Area effect or a Damage effect. As has been already stated the timings can be set by Create Persistent effects.
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
Okay, I attached the Banshee missiles to a Thor, and managed to make him hit a point (so that the attack can be dodged), but now he won't do any damage.
These are the changes I've made:
Effects:
Banshee - Backlash Rockets (Create Persistent):
Banshee - Backlash Rockets (Damage):
I noticed that the effect "disappears", sort of. It's like the missile just goes into the ground. I tried a lot of different variations, but I can't make it work!
EDIT: I found out what the problem was (I hadn't modified the search stats for damage).
Sounds like the attack actor isn't set up properly.
Make sure the launch and impact tokens are set, that it has the right missile actor set, and that you have at least a sound or model in the impact field (bizarre editor bug).