ok so after testing this whole stuff a little bit i noticed that there is either a missile or a animation what so ever that launches the missile, i did everything in the tutorial ( except the weapon thingie and so ) and i hear the sounds but somehow there is no model or animation.
some advice maybe on how to incorporate the missile into the ability, just some pointers would be good you guys already did so much but this whole stuff is a lot easier to learn with examples, and stuff.
I decided to go with the Trigger solution to my Infection Form problem for Outbreak, but I've run into an issue. Long story short, when I go to set up the trigger, I can't figure out how to get it to activate when a Drone comes within range of an Infection Form. The best I can get is "any unit" comes within range of a specific Infection Form already spawned on the map. I'm guessing that the trigger will only work in conjunction with that specific IF and if more are built it won't activate.
I'm probably missing something extremely obvious but some guidance would be appreciated here. ;
ok,
after some more working around and trying things out i got it working.
So now i have just two problems, there is no cage model around the unit when it hits and
the missile cant penetrate shields ?!
The missile starts, flies to the enemy and then it gets stuck at the shield from protoss ( i have just protoss enemys on my map and zerg),
and it just keeps on trying to fly into the unit but it cant because of the shield, so after some time it dissapears. When it hits though i have no cage around the unit itself anymore i tried with different models for the cage but nothing worked. Then i set an impact effect on the actor itself ( the actor for the missile which connects missile start effect and end effect ) which looked very strange, because the cage then would simply be attached to the impact point ( not really around the unit sometimes even attached to a shield ... )
I am at the point of nearly giving up right now,
i will have a last attempt to redo everything later from scratch.
Because maybe i forgot something yesterday in all that mixup of modells effects and abilitys.
do you have any conditions? cause you can set the conditions to "Unit Type == Drone" or something like that... it probably doesnt look excataly like that but pretty close.
This ability is accually pretty easy... it just has a Stun Behavior and an Apply Behavior Effect to link the Behavior to the targeted unit and in the actors Events+ tab then it just says for sound its "Sound Done - Destroy" "Behavior - Stun Behavior - On_Create" and for the model you HAVE to set it as a Model and the Based On area is set to ModelAnimationStyleOneShot and in that Events+ tab do NOT delete any of the events already put in there (well I dont know for sure if you cant delete the preset events but I wouldnt just in case) but set your events at the bottom of the list and set it as "Behavior - Stun Behavior - On_Create" Behavior - Stun Behavior - Off_Destroy... dont forget to set your sound and your model in the actors.
ok after i have redone everything i have managed to create the ability like i wanted it to be.
I downloaded a sc1 total conversion map and had a look in there too,
so what im using now is
Unit- Projectile
Behavior: The Actual Buff
Effects: Effect-Apply Buff and a Effect:Missile Start
Models: -Lock Effect which is a Buff FX ( that is why i had no cage animation before i think ) AND
-Lock Missile which is a Missile FX
Ability - Lockdown - its an Effect-Target thingie
Actor - Lockdown Missile Actor AND
- Lockdown Effect Actor
i kinda begin to understand the structure of these things now a little bit better, really complicated stuff if you have no clue at all.
Much thanks to you help guys
after edit edit: i understand this shit now i just changed the sound on my ability on my own without even lookin at a tutorial
/me win !
the only thing now is that i have no sounds for the ability. to which of these upper things i should add the sound actor to ?
Sounds are something i haven't messed around much with, so i'm not altogether too sure.
Find the actor of type "Action", and find a fields with "Impact" in them. "Impact Assets" or "Impact Maps" should be what youre looking for, not sure if the first exists. Open them and see if any of them have a sounds section, and set your sounds there.
You can add a launch sound in the "Launch Assets" field i believe.
does anybody happen to know how to make reqirements that disable other upgrades when upgraded... for example I have three upgrades what I want it to do is when I upgrade one it disables the other two, and same goes for the other requirements, but the rquirement I have set up right now is... Use_Upgrade - Queued or Better_Show_LessThanOrEqualTo_Upgrade - Queued or Better_Constant 0
and does anyone know how to set up a trigger that will set players into a random team, like I have 8 players I want two player to be randomly selected to be on one team and the remaining six on the other...
I'm posting with a question about an ability - feel free to let this slide if you are too preoccupied tackling other projects!
Be forewarned, it is rather complicated - afaik. Ultimately, I want a unit to generate two constant streams of water (I can find the necessary custom FX for that). The streams should launch from the unit's center and fade or stop at about a range of 6. One stream extends to the left of the caster, and the other to the right. Now, it gets more complex... from the moment the water is streaming out, it should be spinning, basically twirling like a top with the caster as the center pivot point, so that the streams begin to resemble a whirlpool. Basically picture the letter 'I' constantly spinning, with the tower at the middle and the streams of water forming either ends...
If a unit comes in contact with a stream, it will be applied a buff (stackable).
And it gets even more complex. The speed at which the streams rotate can be increased or decreased with the click of a button. Increasing will have the effect of not only increasing speed but also applying a DIFFERENT BUFF. And vice versa for decreasing. So, speed 1 applies buff 1, speed 2 applies buff 2, you get the idea...
I imagine that it would make sense to have the unit create dummy units at offset points, which serve as the 'end points' for the streams. Then these dummy units are issued an order to move to a point offset from themselves, thus constantly moving in a circle (Photoloss came up with a map that does this perfectly). To change speed, simply modifies the movement speed of the dummies... if you think all of that might work, then I would still love assistance with the other things to make this ability work...
Circulation, that is a rather complex ability and i personally can't help except give a few ideas for these reasons:
1.) I doubt there's a water model. Maybe use the roach attack and tint it blue and change opacity?
2.) I don't know how to make "orbiting" actors and dont know how to get such movers to work, if its possible
First of all, i recommend you look at the collosus attack. It does partially what you want to have, except it doesn't do a full circle but that can be changed easily by adding more periods to the persistent effect and changing and adding periodic offsets to create a circle. The expire effect of the persistent should be the persistent itself, so it will keep looping. The periodic effect should be a search effect that applies your behavior.
Now comes the hard part, you need to set up your model somehow to work that way, i doubt there's a beam model. If the roach attack missile can be tinted, use that instead, have the persistent shoot the missile at "target point" and the missiles impact effect should be your search effect.
Actually, screw what i said about no knowing how it works, sine the roach attack isn't a beam (i hope, it does sometimes look like its a beam) you don't have to use a mover to move it and the missiles should work.
Once you got that working, duplicate everything, change the period of your persistent and what behavior it applies, repeat for each speed.
So I should set two conditions - one checking to see if it's an Infection Form and one checking to see if it's a Drone? Okay, I'll try that. But that means I'll probably have to do the same trigger for all infectable unit types... grah. Oh well, I knew what I was getting into. XD
is the Infection Form standing still? this would be almost the easiest way to do it, but if the Infection Form is standing still then place a region around it and make this...
Events
Unit - Any Unit Enters Region 001
Local Variables
Conditions
(Unit type of (Triggering unit)) == Drone
Actions
and then do yuor actions...
I decided to go with the Trigger solution to my Infection Form problem for Outbreak, but I've run into an issue. Long story short, when I go to set up the trigger, I can't figure out how to get it to activate when a Drone comes within range of an Infection Form. The best I can get is "any unit" comes within range of a specific Infection Form already spawned on the map. I'm guessing that the trigger will only work in conjunction with that specific IF and if more are built it won't activate.
I'm probably missing something extremely obvious but some guidance would be appreciated here. ;
I only read this post of yours, but why dont you use data editor? it would be 10000000000 easier, simply add a buff on your infection form, that searches for a drone in X range, if it finds one, you can then make it trigger w.e you want, then you can just pump out infection forms wihtout worring about triggers.
[read the other posts] you make it do two things, one, add a buff to the drone that kills it, add buff to the infestion that kills it, and also create a new unit...
Edit 2: Thanks kueken for telling me that the carrier DOESNT actually use a persistent as i wouldve expected... Everyone, ignore what i said.
Edit 3: Apparently Kueken was wrong in me being wrong, it DOES use a persistent... ignore edit 2... thx kueken for double checking
Go to the carrier weapon, see what effect it uses. Go to that effect, check what the periodic effect is. Back to the weapon, put in what the periodic effect was. That'll make the carrier launch only one interceptor (every time it attacks though)
Now go to requirements, search for the word "interceptor", click on the requirement that's left, open the "Requirement +" field, find the number 8 and set it to 1. Now the carrier can only have 1 interceptor.
Edit: Animated avatars are forbidden btw, once a mod notices it'll get replaced by a cute lil' pink unicorn.
So I want to create an invincibility ability that is passive, constant, costless, but can be targeted by 1 specific ability that would than remove the invincibility. also I would like a point in the right direction for any ability tutorials/tutorial videos on abilities. Help is much appreciated. :-)
ability should add the behavior "Permanently invulnerable" to your unit (Use behavior type ability, or effect instant and make an apply behavior effect)
Second ability should remove the behavior ("Effect - Target" type ability, create a remove behavior effect that removes "Permanently invulnerable" and use that). I think thats pretty much it. The Permanently Invulnerable behavior isnt idiot proof though, the unit can still be damaged and affected by things that are able to target invulnerable stuff (Which is only things you made yourself and didn't exclude Invulnerable in the search filters, so shouldnt be a big problem.)
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ok so after testing this whole stuff a little bit i noticed that there is either a missile or a animation what so ever that launches the missile, i did everything in the tutorial ( except the weapon thingie and so ) and i hear the sounds but somehow there is no model or animation. some advice maybe on how to incorporate the missile into the ability, just some pointers would be good you guys already did so much but this whole stuff is a lot easier to learn with examples, and stuff.
I decided to go with the Trigger solution to my Infection Form problem for Outbreak, but I've run into an issue. Long story short, when I go to set up the trigger, I can't figure out how to get it to activate when a Drone comes within range of an Infection Form. The best I can get is "any unit" comes within range of a specific Infection Form already spawned on the map. I'm guessing that the trigger will only work in conjunction with that specific IF and if more are built it won't activate.
I'm probably missing something extremely obvious but some guidance would be appreciated here. ;
ok, after some more working around and trying things out i got it working. So now i have just two problems, there is no cage model around the unit when it hits and the missile cant penetrate shields ?!
The missile starts, flies to the enemy and then it gets stuck at the shield from protoss ( i have just protoss enemys on my map and zerg), and it just keeps on trying to fly into the unit but it cant because of the shield, so after some time it dissapears. When it hits though i have no cage around the unit itself anymore i tried with different models for the cage but nothing worked. Then i set an impact effect on the actor itself ( the actor for the missile which connects missile start effect and end effect ) which looked very strange, because the cage then would simply be attached to the impact point ( not really around the unit sometimes even attached to a shield ... )
I am at the point of nearly giving up right now, i will have a last attempt to redo everything later from scratch. Because maybe i forgot something yesterday in all that mixup of modells effects and abilitys.
Data editing is not for pusses
@KnifeSmile: Go
do you have any conditions? cause you can set the conditions to "Unit Type == Drone" or something like that... it probably doesnt look excataly like that but pretty close.
@fakaaaa: Go
This ability is accually pretty easy... it just has a Stun Behavior and an Apply Behavior Effect to link the Behavior to the targeted unit and in the actors Events+ tab then it just says for sound its "Sound Done - Destroy" "Behavior - Stun Behavior - On_Create" and for the model you HAVE to set it as a Model and the Based On area is set to ModelAnimationStyleOneShot and in that Events+ tab do NOT delete any of the events already put in there (well I dont know for sure if you cant delete the preset events but I wouldnt just in case) but set your events at the bottom of the list and set it as "Behavior - Stun Behavior - On_Create" Behavior - Stun Behavior - Off_Destroy... dont forget to set your sound and your model in the actors.
ok after i have redone everything i have managed to create the ability like i wanted it to be. I downloaded a sc1 total conversion map and had a look in there too, so what im using now is
Unit- Projectile
Behavior: The Actual Buff
Effects: Effect-Apply Buff and a Effect:Missile Start
Models: -Lock Effect which is a Buff FX ( that is why i had no cage animation before i think ) AND -Lock Missile which is a Missile FX
Ability - Lockdown - its an Effect-Target thingie
Actor - Lockdown Missile Actor AND - Lockdown Effect Actor
i kinda begin to understand the structure of these things now a little bit better, really complicated stuff if you have no clue at all.
Much thanks to you help guys
after edit edit: i understand this shit now i just changed the sound on my ability on my own without even lookin at a tutorial /me win !
Sounds are something i haven't messed around much with, so i'm not altogether too sure.
Find the actor of type "Action", and find a fields with "Impact" in them. "Impact Assets" or "Impact Maps" should be what youre looking for, not sure if the first exists. Open them and see if any of them have a sounds section, and set your sounds there.
You can add a launch sound in the "Launch Assets" field i believe.
does anybody happen to know how to make reqirements that disable other upgrades when upgraded... for example I have three upgrades what I want it to do is when I upgrade one it disables the other two, and same goes for the other requirements, but the rquirement I have set up right now is... Use_Upgrade - Queued or Better_Show_LessThanOrEqualTo_Upgrade - Queued or Better_Constant 0
and does anyone know how to set up a trigger that will set players into a random team, like I have 8 players I want two player to be randomly selected to be on one team and the remaining six on the other...
Titan look at the requirements that are used for melee games eg terran infantry weapons lvl1 2 or 3 and do something similar to theirs.
Hi,
Great idea to start this help thread.
I'm posting with a question about an ability - feel free to let this slide if you are too preoccupied tackling other projects!
Be forewarned, it is rather complicated - afaik. Ultimately, I want a unit to generate two constant streams of water (I can find the necessary custom FX for that). The streams should launch from the unit's center and fade or stop at about a range of 6. One stream extends to the left of the caster, and the other to the right. Now, it gets more complex... from the moment the water is streaming out, it should be spinning, basically twirling like a top with the caster as the center pivot point, so that the streams begin to resemble a whirlpool. Basically picture the letter 'I' constantly spinning, with the tower at the middle and the streams of water forming either ends...
If a unit comes in contact with a stream, it will be applied a buff (stackable).
And it gets even more complex. The speed at which the streams rotate can be increased or decreased with the click of a button. Increasing will have the effect of not only increasing speed but also applying a DIFFERENT BUFF. And vice versa for decreasing. So, speed 1 applies buff 1, speed 2 applies buff 2, you get the idea...
I imagine that it would make sense to have the unit create dummy units at offset points, which serve as the 'end points' for the streams. Then these dummy units are issued an order to move to a point offset from themselves, thus constantly moving in a circle (Photoloss came up with a map that does this perfectly). To change speed, simply modifies the movement speed of the dummies... if you think all of that might work, then I would still love assistance with the other things to make this ability work...
Many thanks in advance!
Circulation, that is a rather complex ability and i personally can't help except give a few ideas for these reasons:
1.) I doubt there's a water model. Maybe use the roach attack and tint it blue and change opacity?
2.) I don't know how to make "orbiting" actors and dont know how to get such movers to work, if its possible
First of all, i recommend you look at the collosus attack. It does partially what you want to have, except it doesn't do a full circle but that can be changed easily by adding more periods to the persistent effect and changing and adding periodic offsets to create a circle. The expire effect of the persistent should be the persistent itself, so it will keep looping. The periodic effect should be a search effect that applies your behavior.
Now comes the hard part, you need to set up your model somehow to work that way, i doubt there's a beam model. If the roach attack missile can be tinted, use that instead, have the persistent shoot the missile at "target point" and the missiles impact effect should be your search effect.
Actually, screw what i said about no knowing how it works, sine the roach attack isn't a beam (i hope, it does sometimes look like its a beam) you don't have to use a mover to move it and the missiles should work.
Once you got that working, duplicate everything, change the period of your persistent and what behavior it applies, repeat for each speed.
Hope i was making sense!
@TheAlmaity: Go
Thanks for the help! I see if I can get it to work.
@Circulation: Go
So I should set two conditions - one checking to see if it's an Infection Form and one checking to see if it's a Drone? Okay, I'll try that. But that means I'll probably have to do the same trigger for all infectable unit types... grah. Oh well, I knew what I was getting into. XD
@KnifeSmile: Go
is the Infection Form standing still? this would be almost the easiest way to do it, but if the Infection Form is standing still then place a region around it and make this... Events Unit - Any Unit Enters Region 001 Local Variables Conditions (Unit type of (Triggering unit)) == Drone Actions and then do yuor actions...
I only read this post of yours, but why dont you use data editor? it would be 10000000000 easier, simply add a buff on your infection form, that searches for a drone in X range, if it finds one, you can then make it trigger w.e you want, then you can just pump out infection forms wihtout worring about triggers.
[read the other posts] you make it do two things, one, add a buff to the drone that kills it, add buff to the infestion that kills it, and also create a new unit...
How do I make the carrier only launch 1 interceptor?
Edit 2: Thanks kueken for telling me that the carrier DOESNT actually use a persistent as i wouldve expected... Everyone, ignore what i said.Edit 3: Apparently Kueken was wrong in me being wrong, it DOES use a persistent... ignore edit 2... thx kueken for double checking
Go to the carrier weapon, see what effect it uses. Go to that effect, check what the periodic effect is. Back to the weapon, put in what the periodic effect was. That'll make the carrier launch only one interceptor (every time it attacks though)
Now go to requirements, search for the word "interceptor", click on the requirement that's left, open the "Requirement +" field, find the number 8 and set it to 1. Now the carrier can only have 1 interceptor.
Edit: Animated avatars are forbidden btw, once a mod notices it'll get replaced by a cute lil' pink unicorn.
Really? Awww, back to my hybrid then.
Edit: Solved.
Went to requirements and changed it around, but still 5 come out when I use my weapon. I've put it to 1 and changed the interceptor unit to my own. D:
So I want to create an invincibility ability that is passive, constant, costless, but can be targeted by 1 specific ability that would than remove the invincibility. also I would like a point in the right direction for any ability tutorials/tutorial videos on abilities. Help is much appreciated. :-)
ability should add the behavior "Permanently invulnerable" to your unit (Use behavior type ability, or effect instant and make an apply behavior effect)
Second ability should remove the behavior ("Effect - Target" type ability, create a remove behavior effect that removes "Permanently invulnerable" and use that). I think thats pretty much it. The Permanently Invulnerable behavior isnt idiot proof though, the unit can still be damaged and affected by things that are able to target invulnerable stuff (Which is only things you made yourself and didn't exclude Invulnerable in the search filters, so shouldnt be a big problem.)