Are you making a custom ability and have know idea where to begin? well, all you have to do is post your idea or a question that you might have in this thread. I will do my best to help you out! Wow, that sounded like a commercial, LOL! but yeah, anyways...
NOTE: I am not a master at making custom abilitys so please dont send in ridiculously advanced abilitys to me. Thank You! If you do have a rediculously advanced ability, then reply to, or send a PM to TheAlmaity... or TacoManStan.
hmm well, thats a hard one. I am probably not the one to ask for abilitys that use physics... Sorry.
but mabe TheAlmaity would like to help you out with that one.
Okay, here's an ability I'm working on that I'd love some guidance on. Basically, here's how it works. Unit A targets Unit B and activates the ability. Both units die instantly. Then a new unit spawns under the control of the player who controlled Unit A.
Any suggestions of how to pull this off? I'm calling it "Infection."
@GePanda
An aoe attack that applies a behavior, like fungal growth would be slick. Mod the effect to move the targets out from center, instead of rooting them and dotting. Behavior also gives a nice little flag, in case you have to use a trigger to move all units with "insert_behavior_here" out from the center of the impact creating a "push" trigger. And if you reverse the values on the "push" trigger/behavior you can have another ability create an effect that pulls units to the center a "Pull" Trigger.
Mothership's Vortex might also be something to look at as it has a pull to center effect you may be able to reverse, speed-up, etc.
@KnifeSmile
Try cloning the baneling's unit attack, for the base ability. "Targeting" if you will, assuming you want the unit to charge the victim. Which I feel would give some balance to this "Spawn Broodlings" style of ability. Rines and the like can potentially cut it down before payload is dropped. You can keep the damage as is (or tweaked) to self-balance for it to only work against certain types of units. For example, Your "Infector" unit charges a pile of rines, kills tons of them when it goes off generating tons of infested marines from that pile. (thanks to a base armor of 2, about 80-100 hp, a decent ground speed, and damage of about 60 vs biological ground units.) If the Infector charges a nest of bunkers at a choke though, it only deals 10-25 damage to a bunker and nothing is killed, so nothing spawns. You lose many resources, the terran player laughs at the noob zerg. This would be ideal for a "bane-roach" morph. Would also have to cost quite few resources for balance. It's a big swing to take up to 20 units from one army and give them to the other. Ways to offset this cost would be to have the spawns use supply if they are permanent, have a short duration if they are not. Have it only affect marines via a trigger. (remember to reset it at the end of the event.) Also the relative strength of the spawned unit must be acounted for. Does it spawn an infected marine, or an ultralisk?
Alternatively, instead of doing aoe damage, make it a kill target effect. Splash damage can be an afterthought to buff it if it seems too weak in testing. So you can always put it back if need be. This makes it single target, so there is no big swing in forces unless you commit a big pile of "Infectors". As such the unit should be cheaper, more akin to a baneling. And the resultant spawn should be equally weak and most likely on a duration, not permanent. The cost balance is more relative to, "how much should killing unit x cost? Oh look, I got a rine too! +50 minerals"
Cool part about the way the Editor is set up though, is that you can "trigger" the spawn effect from many sources unlike "WarTrigger" editor. You just have to find an ability or behavior that spawns a unit, there are probably even a few actors designed to do just such a thing. Clone/Duplicate/Copy means do so judiciously. Always try to make the ability from scratch. You learn tons more from practice than dictation. Like the amount of values to be linked in a single ability, and where they are located, just to make the blasted thing more than a black circle or white sphere, if it even shows up at all. Oh, and always reset triggers you expect to repeat. Play with it, you will probably amaze even yourself with the awesome you can create. Great idea for a unit by the way. I look forward to watching the marines scream.
for this ability, its doable but for me I would have to do some testing to get an accual tutorial for it. so I will see what I can do.
Edit: well, after about 20 minutes of testing I honestly say I had a pretty hard time with this one, but I kinda got it to work, but not satifactual (in my opinion) I got it to kill the caster and take away the enemys life as well but not all the way... and create the infested unit, but if you want this ability to be as pollished as possible then I would recomend asking some one else, if you would like me to tell/show you how this would work then send me a message and i'll see what I can do. Again, like I said I am not a master at making custom abilities but I do know the basics.
Well if you can get it to deal damage, it seems like the way to make it kill any target is by making it deal the max amount of damage possible, like 999 or something. That should be enough to one-shot anything that'll appear on my map. And honestly you're further ahead than I am anyway. If you can show me what you've got, maybe I can fine-tune it by tinkering with it? Thanks a lot for taking the time!
@Alterlisk:
Well, here, I gotta give you some context for this. The unit is being made for a specific custom scenario map. Here's a link to the thread where I described my plans for the map in detail:
Long story short, it's a pseudo-Halo-crossover in which there's a Flood outbreak on a Zerg-controlled planet. The player starts with a single Infection Form as their only unit, and they have to use it to "steal" a Drone from the uninfected Zerg. The Infection Form should only infect one target at a time, die upon successful use of the ability, kill the target instantly, and spawn a permanent infected version of the same type of unit targeted which takes up the same amount of supply as the targeted unit type would. Say I'm starting a new game on this map and I target the Drone. The result would be an "Infected Drone" taking up 1 supply just like a normal Drone because for all intents and purposes it's the same unit, except changed to reflect the state of being Flood-infected.
So the kind of balance issues you're worrying about won't be relevant, at least not in the beginning. The Zerg CPUs will start out with fully established home bases and a few fledgling expansions, very well settled in, while the player begins with a single Infection Form with the above traits. They have to steal a Drone, then establish a base and work their way up through the techtree as described in the above link. Actually I'm trying to make the map quite challenging. :p If anyone wants to read the above link and offer advice in context with that information it would be HUGELY appreciated, but I understand if you don't want to take the time. Thanks for the time you've spent! :)
My only problem is when I used the ability either it would just kill all the units, and it couldnt spawn anything because the caster was dead, and then when I tried making the unit spawn before the damage was done then it would kill the created unit... although I managed to get the unit spawned without it being killed, but it didnt kill the target.... Would you care if it was that way? or what?
Edit: or what you could do is accually make the ability using triggers instead of using the data editor, it would be a little confusing but it would clean it up a bit.
I'm trying to make an ability like Irradiate from sc1... I've got all the effects ready but when I go to my ability's effect field and try to add the Create Persistent to it, the Create Persistent effect won't show up in the list of effects I can add. D:
Well, I'll get it going. How would I make an ability like Knockback? Say you targeted a point and all units around it would get flung back. :)
So much text to read in this topic... No idea whether anyone solved this yet...
Anyway, "Apply Force" effects are what you need, i recommend reading up the tutorial on those.
Basically, you need an apply force effect that applies a force of 1 (Higher values dont make a difference...), and a persistent effect with a period of 0.0625 (Smallest unit of time sc2 works in afaik) and the periodic effect is the apply force effect, play around with the period count to get the unit thrown the right distance.
If you want it to be AoE, use a search effect which then uses the persistent on all its targets.
I'm trying to make an ability like Irradiate from sc1... I've got all the effects ready but when I go to my ability's effect field and try to add the Create Persistent to it, the Create Persistent effect won't show up in the list of effects I can add. D:
Very strange... Have you given your persistent a prefix that makes it be on another place on the list? (If your persistent is called "Irradiate" it'd be under "I", but if you gave it the prefix of "Science Vessel" it'd end up under "S")? Only thing i can think of.
If nothing works, recreate your persistent effect (dont copy paste the old one, make a new one from scratch), the editor sometimes just breaks things...
Okay, here's an ability I'm working on that I'd love some guidance on. Basically, here's how it works. Unit A targets Unit B and activates the ability. Both units die instantly. Then a new unit spawns under the control of the player who controlled Unit A.
Any suggestions of how to pull this off? I'm calling it "Infection."
Go to the banelings weapon and find the linked "Suicide" effect, i dont know what effect type it is or what it does, but its what kills the baneling. Create 2 of those effects, one with the target being the caster and the other the target. (Its probably a damage effect with no armor reduction that deals damage with the "Vital Fraction" field, life being set to 1)
Create a "Create Unit" effect, set the unit to what you need.
Create a "Set" effect, add all those effects in there.
Set your abilities effect to your "Set"
Should work...
If it doesnt create a unit because the caster died (dont see why it shouldnt, but just in case), create a persistent effect, make it's initial effect be a set effect with the "Create Unit" effect and the kill target effect and have the expire/final effect be the effect that kills the caster.
Sorry if any of these were answered beforehand, i really didnt feel like reading through everything >.>
Well, mine's technically not solved yet, but only because I now have a few different ways to tackle the problem and I haven't decided which to experiment with first yet! XD Thank you so much, all of you. You've been exceedingly helpful. Rest assured you will be hearing from me again next time I get stuck on Outbreak. ;p
I am currently trying to remake Lockdown from Sc1.
If you dont know sc1, the ability shoots a missile to a target (was only mechanical in sc1) and Locks it in Place for an amount of time.
The unit cant shoot or move but can still recieve damage from outside and die.
The Idea i had yesterday was to use the Marauder Missiles with a little less speed when the Ability is Casted, and then on Impact i wanted to use the HybridC-Graviton Cage (that is from campaign, but the Phonix Graviton Beam would be ok too i think) without damage and without lifting the units up.
I thought it would be a rather easy job because everything was more or less there, all i had to do was copy some things and link them.
But im new to the whole Data Editor thing and it ended in a ridicilous amount of copied effects, abilitys and units, so i deleted everything. I used all the tutorials available here and on other sites, but either they show how to make a missile with damage at the end or an ability without a missile, and i wasnt able to incorporate both things into one, i didnt know where to link the missile to the ability and all that stuff.
So i saw this here and thought why not ask at least for some guidance or for some help.
edit: also i think i understood till now that i need to do following: effect casted->launch missle->on missile impact do thing-> lockdown ability, and then i need to add some actors somewhere ( didnt quite read that bit in tutorials as i was getting stuck always before that point )
Wow! finally an easy one... :D well anyways what you need to do is create a Behavior set it as a Buff set the Duration to the desired time that you want the lock down to last (NOTE the duration counts as Game Time seconds so its not going to be as longs as you think) then go into the Modification+ tab then go into movement and set all the movement tabs to 0 (it doesnt matter if they are already at 0 this will just refresh the stats for the behavior) and then go into weapons and go down to where theres a box that has the title of Weapons Disabled and disable all the weapons for targetable units. Imma have to get back to you later... I'm not at my computer right now and I got to go anyways so i'll finish this in about three hours, or if you dont want to wait then you can send TheAlmaity a PM then thats fine... it might take a while for him to reply though.
Gah,
another round of Data Editing and i ended up again with some useless shit cause i get stuck after the button part from this Tutorial for example.
Im glad to hear that u guys can help me out.
So im gonna wait here for your reply, and im gonna pm The Almaity just to be sure (:
if he answers me first im gonna inform you here Titan so you dont do the work twice
Posting here so that if anyone else has the same issue that the solution is here.
Find a tutorial on how to set up a missile, i always have random editor bugs that screw them over for me >.> Follow that tutorial to get a working missile.
Now, to the missiles impact effect (Replace the one from the tutorial with the one we'll make now)
First, make a behavior of type buff with the duration you want.
Open modification +
Now, this is where i'm not sure about the exact details...
Scroll down on the behavior tab and find "flags" or something along those lines, see if theres anything that enables or disables ability types, or has "Supress (something)" as a field. If its not there, click on the "Unit" tab and search there. If its not there, well search everywhere...
Once you find it, enable "Suppress Movement", "Suppress Attack" and "Suppress Abilities", that should completely knock out the unit. If you want to get rid of energy regenerations and such things, you can just got to "Unit", scroll down and set "Time Scale" to 0 (If its possible)
Press Ok
If you changed the time scale, scroll down and set "Time Scale" of the behavior to "Global" if it isnt already, under no circumstance let it be "Target", cause then the behavior will never expire (since the time scale is 0, so no time will pass). If you didnt change the time scale, ignore this.
Make an "Apply Behavior" effect that applies this behavior, set it as your missiles impact effect.
Make an actor of type "Model"
Pick the graviton beam impact model (not sure what its exact name is, check the other abilities)
Preview the model, find out what animation names it has (I guess it has the standard Birth Stand and Death (or at least Stand).)
Open "Events +" in the actor, add an event:
"Behavior.(YourBehavior).Start
Create"
"Behavior.(YourBehavior).Stop
Destroy"
(Stop and Start might be called "On" and "Off" or something similar)
If it doesnt have events like these already, add them:
"ActorCreation
Animation Bracket Start, Opening: Birth, Content: Stand, Closing: Death" (The events window will show it as "AnimBracketStart Birth,Stand,Death", i wrote it in full)
"ActorOrphan
Destroy"
Try it out, should work, if it doesnt tell me and ill see what needs fixing :)
@fakaaaa: Go
!AFTER YOU CREATE THE BEHAVIOR!
ok.... im back earlyer than I expected... but what you need to do next is create an effect set it to Apply Behavior and then go to the Behavior tab and select the Behavior that you created earlyer, and then to make things easier go to the ghosts ability in the Ability tab and select the Sniper ability Duplicate that and ONLY copy the ability nothing else change the name to what ever you want or "Lock Down" and then set the Effect+ in the ability that you just created to your Apply Behavior Effect, set the desired range (I chose 8 it worked out well) go to the Target Filters and set the Bialogical to Excluded set Massive to Excluded and Machanical Required, Next craete your Button in the Buttons tab and set its name, icon, tooltip (tells you what the ability does) and set the hotkey and then go back to your copied ability and go to Commands+ Select the Execute and go all the way to the bottom of the list and set the button to the button that you created earlier.
There the ability is done! BUT WAIT! theres no sound or visual effects....
go to the Actors tab at the top left part of the Data Editor window in the Data Type list (you can find all the tabs you need, but the tabs that I say to go to that have + after them are in side the effect/ability etc. that you created) then create new actor set the Actor Type to a Sound and then set the Based On to a SoundOneShot, then set the Sound tab in the actor to the desired sound (I set mine to Raven_DefenseMatrixBirth)next go into the Events+ tab and right click the Destroy and Add Event and set the Msg Type to Behavior set the Sorce Name to the Behavior that you created at the start and set the Sub Name to On and the tab under that set it to Create.
There the sound is set.
Next we have the visual effects its almost excataly like what we just barely did but there is accually no model for the basic structure of Lock Down so go back to the Data Type and select Model and the find Guardian Shield Launch and duplicate it (Just the model not anything else) change the name to the desired name and go to the Model tab in the Model and go to Assetes - Effects - Terran - right near the top of the list should be BattleCrusierDefenseMatrix and select that one. Then go back to the Data Type and go back to Actors and then create new actor set it to Model and set the Based On to ModelAnimationStyleOneShot and then set the Model tab in the actor to the model you just created and then go to the Events+ tab and at the bottom of the list add new event set it to Msg Type - Behavior, Source Name - Behavior you created at the start, Sub Name - On and then the tab under it should be Create and then create new event that is excataly the same but change the Sub Name to Off and the tab under it to Destroy and were DONE! FINALLY!!! hope you have fun with your ability
P.S.
OH yeah dont forget to change the ability cost and such, as well as set the ability into the unit that you want the ability to be in.
wohooo i finally managed to have the ability. So i used another model for it but the suggested sound was perfect for that.
Many many thanx to you two, i would not have made it ever, without your help.
Im just unsure of the Missile. Why did i create the Missile ? And where does it come into play in this whole mess.
edit: i think i got it now. The missile i linked to the Buff ( the ability itself ) and whenever Lockdown is casted it has apply behaviour on target right ? and the behaviour ( the buff ) is linked to the Missiles ?
So all in one it is Ability Creation where the Ability has a Link to Missile or not ?
Are you making a custom ability and have know idea where to begin? well, all you have to do is post your idea or a question that you might have in this thread. I will do my best to help you out! Wow, that sounded like a commercial, LOL! but yeah, anyways...
NOTE: I am not a master at making custom abilitys so please dont send in ridiculously advanced abilitys to me. Thank You! If you do have a rediculously advanced ability, then reply to, or send a PM to TheAlmaity... or TacoManStan.
If you have problems with abilities, just PM me and ill post here ;)
Also, nice to see such a thread. I hope you dont mind if i answer some questions that might pop up and you havent answered it first ;)
Well, I'll get it going. How would I make an ability like Knockback? Say you targeted a point and all units around it would get flung back. :)
@TheAlmaity: Go
Not at all. I'm glad to see other mapsters who would like to help out. :D
@GePanda: Go
hmm well, thats a hard one. I am probably not the one to ask for abilitys that use physics... Sorry. but mabe TheAlmaity would like to help you out with that one.
Okay, here's an ability I'm working on that I'd love some guidance on. Basically, here's how it works. Unit A targets Unit B and activates the ability. Both units die instantly. Then a new unit spawns under the control of the player who controlled Unit A.
Any suggestions of how to pull this off? I'm calling it "Infection."
@GePanda An aoe attack that applies a behavior, like fungal growth would be slick. Mod the effect to move the targets out from center, instead of rooting them and dotting. Behavior also gives a nice little flag, in case you have to use a trigger to move all units with "insert_behavior_here" out from the center of the impact creating a "push" trigger. And if you reverse the values on the "push" trigger/behavior you can have another ability create an effect that pulls units to the center a "Pull" Trigger. Mothership's Vortex might also be something to look at as it has a pull to center effect you may be able to reverse, speed-up, etc.
@KnifeSmile Try cloning the baneling's unit attack, for the base ability. "Targeting" if you will, assuming you want the unit to charge the victim. Which I feel would give some balance to this "Spawn Broodlings" style of ability. Rines and the like can potentially cut it down before payload is dropped. You can keep the damage as is (or tweaked) to self-balance for it to only work against certain types of units. For example, Your "Infector" unit charges a pile of rines, kills tons of them when it goes off generating tons of infested marines from that pile. (thanks to a base armor of 2, about 80-100 hp, a decent ground speed, and damage of about 60 vs biological ground units.) If the Infector charges a nest of bunkers at a choke though, it only deals 10-25 damage to a bunker and nothing is killed, so nothing spawns. You lose many resources, the terran player laughs at the noob zerg. This would be ideal for a "bane-roach" morph. Would also have to cost quite few resources for balance. It's a big swing to take up to 20 units from one army and give them to the other. Ways to offset this cost would be to have the spawns use supply if they are permanent, have a short duration if they are not. Have it only affect marines via a trigger. (remember to reset it at the end of the event.) Also the relative strength of the spawned unit must be acounted for. Does it spawn an infected marine, or an ultralisk?
Alternatively, instead of doing aoe damage, make it a kill target effect. Splash damage can be an afterthought to buff it if it seems too weak in testing. So you can always put it back if need be. This makes it single target, so there is no big swing in forces unless you commit a big pile of "Infectors". As such the unit should be cheaper, more akin to a baneling. And the resultant spawn should be equally weak and most likely on a duration, not permanent. The cost balance is more relative to, "how much should killing unit x cost? Oh look, I got a rine too! +50 minerals"
Cool part about the way the Editor is set up though, is that you can "trigger" the spawn effect from many sources unlike "WarTrigger" editor. You just have to find an ability or behavior that spawns a unit, there are probably even a few actors designed to do just such a thing. Clone/Duplicate/Copy means do so judiciously. Always try to make the ability from scratch. You learn tons more from practice than dictation. Like the amount of values to be linked in a single ability, and where they are located, just to make the blasted thing more than a black circle or white sphere, if it even shows up at all. Oh, and always reset triggers you expect to repeat. Play with it, you will probably amaze even yourself with the awesome you can create. Great idea for a unit by the way. I look forward to watching the marines scream.
@KnifeSmile: Go
for this ability, its doable but for me I would have to do some testing to get an accual tutorial for it. so I will see what I can do.
Edit: well, after about 20 minutes of testing I honestly say I had a pretty hard time with this one, but I kinda got it to work, but not satifactual (in my opinion) I got it to kill the caster and take away the enemys life as well but not all the way... and create the infested unit, but if you want this ability to be as pollished as possible then I would recomend asking some one else, if you would like me to tell/show you how this would work then send me a message and i'll see what I can do. Again, like I said I am not a master at making custom abilities but I do know the basics.
@Titanisdrb: Go
Well if you can get it to deal damage, it seems like the way to make it kill any target is by making it deal the max amount of damage possible, like 999 or something. That should be enough to one-shot anything that'll appear on my map. And honestly you're further ahead than I am anyway. If you can show me what you've got, maybe I can fine-tune it by tinkering with it? Thanks a lot for taking the time!
@Alterlisk:
Well, here, I gotta give you some context for this. The unit is being made for a specific custom scenario map. Here's a link to the thread where I described my plans for the map in detail:
http://forums.sc2mapster.com/development/map-development/18486-map-concept-help-feedback-flood-outbreak/
Long story short, it's a pseudo-Halo-crossover in which there's a Flood outbreak on a Zerg-controlled planet. The player starts with a single Infection Form as their only unit, and they have to use it to "steal" a Drone from the uninfected Zerg. The Infection Form should only infect one target at a time, die upon successful use of the ability, kill the target instantly, and spawn a permanent infected version of the same type of unit targeted which takes up the same amount of supply as the targeted unit type would. Say I'm starting a new game on this map and I target the Drone. The result would be an "Infected Drone" taking up 1 supply just like a normal Drone because for all intents and purposes it's the same unit, except changed to reflect the state of being Flood-infected.
So the kind of balance issues you're worrying about won't be relevant, at least not in the beginning. The Zerg CPUs will start out with fully established home bases and a few fledgling expansions, very well settled in, while the player begins with a single Infection Form with the above traits. They have to steal a Drone, then establish a base and work their way up through the techtree as described in the above link. Actually I'm trying to make the map quite challenging. :p If anyone wants to read the above link and offer advice in context with that information it would be HUGELY appreciated, but I understand if you don't want to take the time. Thanks for the time you've spent! :)
@KnifeSmile: Go
My only problem is when I used the ability either it would just kill all the units, and it couldnt spawn anything because the caster was dead, and then when I tried making the unit spawn before the damage was done then it would kill the created unit... although I managed to get the unit spawned without it being killed, but it didnt kill the target.... Would you care if it was that way? or what?
Edit: or what you could do is accually make the ability using triggers instead of using the data editor, it would be a little confusing but it would clean it up a bit.
I'm trying to make an ability like Irradiate from sc1... I've got all the effects ready but when I go to my ability's effect field and try to add the Create Persistent to it, the Create Persistent effect won't show up in the list of effects I can add. D:
So much text to read in this topic... No idea whether anyone solved this yet...
Anyway, "Apply Force" effects are what you need, i recommend reading up the tutorial on those.
Basically, you need an apply force effect that applies a force of 1 (Higher values dont make a difference...), and a persistent effect with a period of 0.0625 (Smallest unit of time sc2 works in afaik) and the periodic effect is the apply force effect, play around with the period count to get the unit thrown the right distance.
If you want it to be AoE, use a search effect which then uses the persistent on all its targets.
Very strange... Have you given your persistent a prefix that makes it be on another place on the list? (If your persistent is called "Irradiate" it'd be under "I", but if you gave it the prefix of "Science Vessel" it'd end up under "S")? Only thing i can think of.
If nothing works, recreate your persistent effect (dont copy paste the old one, make a new one from scratch), the editor sometimes just breaks things...
Go to the banelings weapon and find the linked "Suicide" effect, i dont know what effect type it is or what it does, but its what kills the baneling. Create 2 of those effects, one with the target being the caster and the other the target. (Its probably a damage effect with no armor reduction that deals damage with the "Vital Fraction" field, life being set to 1)
Create a "Create Unit" effect, set the unit to what you need.
Create a "Set" effect, add all those effects in there.
Set your abilities effect to your "Set"
Should work...
If it doesnt create a unit because the caster died (dont see why it shouldnt, but just in case), create a persistent effect, make it's initial effect be a set effect with the "Create Unit" effect and the kill target effect and have the expire/final effect be the effect that kills the caster.
Sorry if any of these were answered beforehand, i really didnt feel like reading through everything >.>
@TheAlmaity: Go
unfortunatly, none of them were solved yet... :( Thanks for the help though.
@TheAlmaity: Go
Well, mine's technically not solved yet, but only because I now have a few different ways to tackle the problem and I haven't decided which to experiment with first yet! XD Thank you so much, all of you. You've been exceedingly helpful. Rest assured you will be hearing from me again next time I get stuck on Outbreak. ;p
I am currently trying to remake Lockdown from Sc1. If you dont know sc1, the ability shoots a missile to a target (was only mechanical in sc1) and Locks it in Place for an amount of time. The unit cant shoot or move but can still recieve damage from outside and die.
The Idea i had yesterday was to use the Marauder Missiles with a little less speed when the Ability is Casted, and then on Impact i wanted to use the HybridC-Graviton Cage (that is from campaign, but the Phonix Graviton Beam would be ok too i think) without damage and without lifting the units up. I thought it would be a rather easy job because everything was more or less there, all i had to do was copy some things and link them.
But im new to the whole Data Editor thing and it ended in a ridicilous amount of copied effects, abilitys and units, so i deleted everything. I used all the tutorials available here and on other sites, but either they show how to make a missile with damage at the end or an ability without a missile, and i wasnt able to incorporate both things into one, i didnt know where to link the missile to the ability and all that stuff. So i saw this here and thought why not ask at least for some guidance or for some help.
edit: also i think i understood till now that i need to do following: effect casted->launch missle->on missile impact do thing-> lockdown ability, and then i need to add some actors somewhere ( didnt quite read that bit in tutorials as i was getting stuck always before that point )
@fakaaaa: Go
Wow! finally an easy one... :D well anyways what you need to do is create a Behavior set it as a Buff set the Duration to the desired time that you want the lock down to last (NOTE the duration counts as Game Time seconds so its not going to be as longs as you think) then go into the Modification+ tab then go into movement and set all the movement tabs to 0 (it doesnt matter if they are already at 0 this will just refresh the stats for the behavior) and then go into weapons and go down to where theres a box that has the title of Weapons Disabled and disable all the weapons for targetable units. Imma have to get back to you later... I'm not at my computer right now and I got to go anyways so i'll finish this in about three hours, or if you dont want to wait then you can send TheAlmaity a PM then thats fine... it might take a while for him to reply though.
Gah, another round of Data Editing and i ended up again with some useless shit cause i get stuck after the button part from this Tutorial for example.
Im glad to hear that u guys can help me out.
So im gonna wait here for your reply, and im gonna pm The Almaity just to be sure (: if he answers me first im gonna inform you here Titan so you dont do the work twice
:excited:
Posting here so that if anyone else has the same issue that the solution is here.
Find a tutorial on how to set up a missile, i always have random editor bugs that screw them over for me >.> Follow that tutorial to get a working missile.
Now, to the missiles impact effect (Replace the one from the tutorial with the one we'll make now)
First, make a behavior of type buff with the duration you want.
Open modification +
Now, this is where i'm not sure about the exact details...
Scroll down on the behavior tab and find "flags" or something along those lines, see if theres anything that enables or disables ability types, or has "Supress (something)" as a field. If its not there, click on the "Unit" tab and search there. If its not there, well search everywhere...
Once you find it, enable "Suppress Movement", "Suppress Attack" and "Suppress Abilities", that should completely knock out the unit. If you want to get rid of energy regenerations and such things, you can just got to "Unit", scroll down and set "Time Scale" to 0 (If its possible)
Press Ok
If you changed the time scale, scroll down and set "Time Scale" of the behavior to "Global" if it isnt already, under no circumstance let it be "Target", cause then the behavior will never expire (since the time scale is 0, so no time will pass). If you didnt change the time scale, ignore this.
Make an "Apply Behavior" effect that applies this behavior, set it as your missiles impact effect.
Make an actor of type "Model"
Pick the graviton beam impact model (not sure what its exact name is, check the other abilities)
Preview the model, find out what animation names it has (I guess it has the standard Birth Stand and Death (or at least Stand).)
Open "Events +" in the actor, add an event:
"Behavior.(YourBehavior).Start
Create"
"Behavior.(YourBehavior).Stop
Destroy"
(Stop and Start might be called "On" and "Off" or something similar)
If it doesnt have events like these already, add them:
"ActorCreation
Animation Bracket Start, Opening: Birth, Content: Stand, Closing: Death" (The events window will show it as "AnimBracketStart Birth,Stand,Death", i wrote it in full)
"ActorOrphan
Destroy"
Try it out, should work, if it doesnt tell me and ill see what needs fixing :)
@fakaaaa: Go !AFTER YOU CREATE THE BEHAVIOR! ok.... im back earlyer than I expected... but what you need to do next is create an effect set it to Apply Behavior and then go to the Behavior tab and select the Behavior that you created earlyer, and then to make things easier go to the ghosts ability in the Ability tab and select the Sniper ability Duplicate that and ONLY copy the ability nothing else change the name to what ever you want or "Lock Down" and then set the Effect+ in the ability that you just created to your Apply Behavior Effect, set the desired range (I chose 8 it worked out well) go to the Target Filters and set the Bialogical to Excluded set Massive to Excluded and Machanical Required, Next craete your Button in the Buttons tab and set its name, icon, tooltip (tells you what the ability does) and set the hotkey and then go back to your copied ability and go to Commands+ Select the Execute and go all the way to the bottom of the list and set the button to the button that you created earlier.
There the ability is done! BUT WAIT! theres no sound or visual effects....
go to the Actors tab at the top left part of the Data Editor window in the Data Type list (you can find all the tabs you need, but the tabs that I say to go to that have + after them are in side the effect/ability etc. that you created) then create new actor set the Actor Type to a Sound and then set the Based On to a SoundOneShot, then set the Sound tab in the actor to the desired sound (I set mine to Raven_DefenseMatrixBirth)next go into the Events+ tab and right click the Destroy and Add Event and set the Msg Type to Behavior set the Sorce Name to the Behavior that you created at the start and set the Sub Name to On and the tab under that set it to Create.
There the sound is set.
Next we have the visual effects its almost excataly like what we just barely did but there is accually no model for the basic structure of Lock Down so go back to the Data Type and select Model and the find Guardian Shield Launch and duplicate it (Just the model not anything else) change the name to the desired name and go to the Model tab in the Model and go to Assetes - Effects - Terran - right near the top of the list should be BattleCrusierDefenseMatrix and select that one. Then go back to the Data Type and go back to Actors and then create new actor set it to Model and set the Based On to ModelAnimationStyleOneShot and then set the Model tab in the actor to the model you just created and then go to the Events+ tab and at the bottom of the list add new event set it to Msg Type - Behavior, Source Name - Behavior you created at the start, Sub Name - On and then the tab under it should be Create and then create new event that is excataly the same but change the Sub Name to Off and the tab under it to Destroy and were DONE! FINALLY!!! hope you have fun with your ability
P.S. OH yeah dont forget to change the ability cost and such, as well as set the ability into the unit that you want the ability to be in.
wohooo i finally managed to have the ability. So i used another model for it but the suggested sound was perfect for that.
Many many thanx to you two, i would not have made it ever, without your help.
Im just unsure of the Missile. Why did i create the Missile ? And where does it come into play in this whole mess.
edit: i think i got it now. The missile i linked to the Buff ( the ability itself ) and whenever Lockdown is casted it has apply behaviour on target right ? and the behaviour ( the buff ) is linked to the Missiles ? So all in one it is Ability Creation where the Ability has a Link to Missile or not ?