ok, i need to make an ability called artillary strike. I made one (or at least i thought) and it seems to work pretty good, but after the casting time runs out, no spell comes out of the unit, and no damage is dealt.... I gave it my best shot, somone wanna help me out and show me how to do it properly?
The spell needs to have X casting time before it fires X ammount of shots to location X. Preferably the shots hit random positions in the casting area, and have aoe damage (like real artillary shells)
Random damage seems hard with the data editor. You might as well switch to triggers at this point: when the ability is used, spawn a persistent effect on the target that does nothing (give it a duration and pay attention to Expire Effect), Move Region to target point and spawn x invisible units with some special flag (heroic?) or unusual flag combination in the region. Then when the persistent effect runs out and expires, have it spawn a search area effect that looks for all units in range that meet the criteria, then add them to a unit group. Also have a trigger that spawns an invisible shooter on the caster's location and tell it to 'Pick all units in unit group' and shoot them.
That's how I'd do it in War3, but someone might be more clever than me.
The graphics should look okay if you actually set an actor (actors listen to Events and those are absolutely not obvious; look at existing examples for your own sake). I haven't experimented much with missiles, but clone yamato where you can and only change the model and mover (to create an arc)
You only will need 2 effects one persist and one damage effect.
Create the persist, have it create a periodic effect using the damage effect, use the period count for the amount of shots and the period interval for how fast you want them to shoot. Use initial delay for the delayed effect. Create some period offset coordinates, the more you put in the more random you will have - and flag the persist for "Random Offset".
For the damage effect, just create it and set value for combat for the damage per shot, and for the AOE use the search on the damage effect, there you can set a radius for the AOE.
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ok, i need to make an ability called artillary strike. I made one (or at least i thought) and it seems to work pretty good, but after the casting time runs out, no spell comes out of the unit, and no damage is dealt.... I gave it my best shot, somone wanna help me out and show me how to do it properly?
The spell needs to have X casting time before it fires X ammount of shots to location X. Preferably the shots hit random positions in the casting area, and have aoe damage (like real artillary shells)
Random damage seems hard with the data editor. You might as well switch to triggers at this point: when the ability is used, spawn a persistent effect on the target that does nothing (give it a duration and pay attention to Expire Effect), Move Region to target point and spawn x invisible units with some special flag (heroic?) or unusual flag combination in the region. Then when the persistent effect runs out and expires, have it spawn a search area effect that looks for all units in range that meet the criteria, then add them to a unit group. Also have a trigger that spawns an invisible shooter on the caster's location and tell it to 'Pick all units in unit group' and shoot them.
That's how I'd do it in War3, but someone might be more clever than me.
The graphics should look okay if you actually set an actor (actors listen to Events and those are absolutely not obvious; look at existing examples for your own sake). I haven't experimented much with missiles, but clone yamato where you can and only change the model and mover (to create an arc)
You only will need 2 effects one persist and one damage effect.
Create the persist, have it create a periodic effect using the damage effect, use the period count for the amount of shots and the period interval for how fast you want them to shoot. Use initial delay for the delayed effect. Create some period offset coordinates, the more you put in the more random you will have - and flag the persist for "Random Offset".
For the damage effect, just create it and set value for combat for the damage per shot, and for the AOE use the search on the damage effect, there you can set a radius for the AOE.