I was thinking, seeing how my Reaper jump is broken anyway, that perhaps it would be nicer to turn it into a usable ability.
I'm thinking something along the lines of the Dawn of War 2 Assault Jump. You target a location and unit jumps there and deals damage to any enemies near the landing zone.
It would still be limited to jumping up only one level of cliffs, but also be able to jump over enemies and other obstacles.
Seeing as the animations and such are in place already, it should be doable with just the editor.
Unfortunately, I am still a dilettant. I've been messing around, adding existing abilities to units and following guides on how to make heroes. This might pose a problem.
I'm going to start messing around with it, if anyone else wants to pitch in go ahead. I'm sure there are other people who would like to make a jump ability, and I could certainly use the help.
So far I've made a teleport ability based on Blink and managed to get the Reaper sounds and models to display. However, they only do that briefly since teleport is more or less instant.
I've implemented this. Basically you teleport the reaper, apply a behavior that makes the model invisible, launch a missile using the reaper model, and when the missile reaches the destination point you unhide the unit.
I can't even find how to make the model invisible.
Maybe you could explain more in detail?
I'm assuming you still need the Effect - Target Ability with a Teleport effect.
I don't know what kind of Behavior, though.
I'm assuming the check if a missile has reached destination point is in the Launch Missile's Effect - Impact Effect. I guess that's where damage effect should be added as well.
The behavior needs to make the unit's speed 0.01 and then you use actor events to Set Visible 0 when the behavior is on and restore visibility when the behavior is off. The reason you set the speed low instead of making it uncommandable or disabling abilities is because either of those will clear the order queue, so if you want the ability to work as expected with order queuing you can't disable orders entirely.
It's really tricky to get it to work perfectly, to be honest. Let me see if I can dig up the map I implemented it for.
Well, I've got the ability to teleport and launch a Reaper model in a nice arch. I also got the behavior to set the unit speed to 0.01. Some things remain, though.
- Behavior doesn't hide unit. I tried Set Visible to Disabled and Swap Model to Invisible, neither works. The Actor Event used is Behavior.RocketJumpHideUnit.On so it should do what I tell it to when the Behavior is activate, right?
- When landing, the unit doesn't face the same way as the missile direction.
- The missile isn't launched at the actual spot where you teleport to, since teleports have some leniency with targeting. I could narrow the allowed land radius but that will be dodgy for targeting purposes.
I was thinking, seeing how my Reaper jump is broken anyway, that perhaps it would be nicer to turn it into a usable ability.
I'm thinking something along the lines of the Dawn of War 2 Assault Jump. You target a location and unit jumps there and deals damage to any enemies near the landing zone.
It would still be limited to jumping up only one level of cliffs, but also be able to jump over enemies and other obstacles.
Seeing as the animations and such are in place already, it should be doable with just the editor.
Unfortunately, I am still a dilettant. I've been messing around, adding existing abilities to units and following guides on how to make heroes. This might pose a problem.
I'm going to start messing around with it, if anyone else wants to pitch in go ahead. I'm sure there are other people who would like to make a jump ability, and I could certainly use the help.
So far I've made a teleport ability based on Blink and managed to get the Reaper sounds and models to display. However, they only do that briefly since teleport is more or less instant.
There is a jump ability on the Hero Marauder of the "Heroes of the Ancient Temple" map. You should check it out !
I found it on this site via google, but it seems to be in alpha and thus not available for download. Back to experimenting, I guess.
I've implemented this. Basically you teleport the reaper, apply a behavior that makes the model invisible, launch a missile using the reaper model, and when the missile reaches the destination point you unhide the unit.
Alright, I'll see if I can pull that off. At least I got the teleport done.
I can't even find how to make the model invisible.
Maybe you could explain more in detail?
I'm assuming you still need the Effect - Target Ability with a Teleport effect. I don't know what kind of Behavior, though. I'm assuming the check if a missile has reached destination point is in the Launch Missile's Effect - Impact Effect. I guess that's where damage effect should be added as well.
The behavior needs to make the unit's speed 0.01 and then you use actor events to Set Visible 0 when the behavior is on and restore visibility when the behavior is off. The reason you set the speed low instead of making it uncommandable or disabling abilities is because either of those will clear the order queue, so if you want the ability to work as expected with order queuing you can't disable orders entirely.
It's really tricky to get it to work perfectly, to be honest. Let me see if I can dig up the map I implemented it for.
You can make the model invisible by using "Swap Model" in the Events in actor tab, using the model named "invisible".
Well, I've got the ability to teleport and launch a Reaper model in a nice arch. I also got the behavior to set the unit speed to 0.01. Some things remain, though.
- Behavior doesn't hide unit. I tried Set Visible to Disabled and Swap Model to Invisible, neither works. The Actor Event used is Behavior.RocketJumpHideUnit.On so it should do what I tell it to when the Behavior is activate, right? - When landing, the unit doesn't face the same way as the missile direction. - The missile isn't launched at the actual spot where you teleport to, since teleports have some leniency with targeting. I could narrow the allowed land radius but that will be dodgy for targeting purposes.
So close yet so far...
Anyone at least know how to hide the unit's model when a behavior is added and can explain it to someone who sucks at Actors?
@Nashadun: Go
I've made a fps "Spacebar Jump" ability. If you want it, tell me.
You do realize this thread is almost a year old...?
@Nashadun: Go
Just realized D:
Damnit, why do people link old threads D:? I never look at dates.
People link to them because they usually have completely covered the issue.
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
I linked to it as an example of things I gave up rather than getting stuck with a detail and never finishing the map.