Alot of the weapons stuff is fairly straight forward, for ricocheting ide take a look at the mutalisk attack, and use that as a base to design your own. We are very teach a man to fish on this site, not many will just hand you a fish :) Ide start with some basic tutorials on data editing if you're fresh into GE, once that's done, start looking into weapon tutorials and once you wrap your head around how it all works, you'll find most of, if not all is doable.
This page helped me alot, i hadnt done any modding since nwn2, but within a week i was comfortable enough with the editor to begin posting help for others.
im not completely new to GE, ive watched most of those tutorials. but these questions are never answered or even gone near in any of them. i just need some help getting in thd right direction. for some of them i dont know where to begin.
another one:
is there a way to deal reduced damage to a single target type? i need some untis to lose dmg vs shields, and setting dmg to what i want it to do to shields then giving bonuses to all other damages wont work, since shields are counted as unit type. is there a box i should check?
how could i create weapons that will damage anything that incercepts the projectile, including allied units?
will have to be done through triggers i think
how do i make water non-walkable, but only to specific units?
this one isnt that easy but i dont think it's as simple as a unit flag. perhaps do it through invisible units placed in the water with a collision flag that matches the units you dont want to be able to walk in water.
how could i add an effect to a weapon that has a % chance to stun upon inflicting damage to health?
the SotIS map has stun on % effects as buffs that are made. You could check that out and expand on it.
another one: is there a way to deal reduced damage to a single target type? i need some untis to lose dmg vs shields, and setting dmg to what i want it to do to shields then giving bonuses to all other damages wont work, since shields are counted as unit type. is there a box i should check?
did you try negative damage in the armor type damage bonuses field?
is there a way to make ricocheting weapons that wont take 5 days for a noob to figure out?
copy muta attack, change missile actor. or look at proziacmuze's beam tutorial, he shows how to make chain lightning.
how could i add ammo to units, when none of them are unique, and there are a few dozen different units that need this system?
behavior that adds a stackable buff, the stackable buff will count as your ammunition. validator checks that you have the buff and dispels one when you cast. you can add the buff with an effect given by the ammunition item. I think that would work lol.
Rollback Post to RevisionRollBack
To post a comment, please login or register a new account.
in an ongoing struggle to figure out how to make things work in GE, i have questions for the people who do know how to map.
how do i make water non-walkable, but only to specific units?
how could i add an effect to a weapon that has a % chance to stun upon inflicting damage to health?
how could i add ammo to units, when none of them are unique, and there are a few dozen different units that need this system?
how could i change armor to reduce incoming damage by a %, or add a behavior that does such?
how can i add accuracy to weapons?
how could i create weapons that will damage anything that incercepts the projectile, including allied units?
is there a way to make ricocheting weapons that wont take 5 days for a noob to figure out?
stareditnetwork has not been able to answer this set of questions yet, so maybe this site can.
Maybe you should do one question at a time......
@exelsisxax: Go
Alot of the weapons stuff is fairly straight forward, for ricocheting ide take a look at the mutalisk attack, and use that as a base to design your own. We are very teach a man to fish on this site, not many will just hand you a fish :) Ide start with some basic tutorials on data editing if you're fresh into GE, once that's done, start looking into weapon tutorials and once you wrap your head around how it all works, you'll find most of, if not all is doable.
This page helped me alot, i hadnt done any modding since nwn2, but within a week i was comfortable enough with the editor to begin posting help for others.
http://www.sc2mapster.com/api-docs/tutorials/
@DarkShape80: Go
im not completely new to GE, ive watched most of those tutorials. but these questions are never answered or even gone near in any of them. i just need some help getting in thd right direction. for some of them i dont know where to begin.
buuuummmpppppp for futility
another one: is there a way to deal reduced damage to a single target type? i need some untis to lose dmg vs shields, and setting dmg to what i want it to do to shields then giving bonuses to all other damages wont work, since shields are counted as unit type. is there a box i should check?
@exelsisxax: Go
how could i create weapons that will damage anything that incercepts the projectile, including allied units?
will have to be done through triggers i think
how do i make water non-walkable, but only to specific units?
this one isnt that easy but i dont think it's as simple as a unit flag. perhaps do it through invisible units placed in the water with a collision flag that matches the units you dont want to be able to walk in water.
how could i add an effect to a weapon that has a % chance to stun upon inflicting damage to health?
the SotIS map has stun on % effects as buffs that are made. You could check that out and expand on it.
another one: is there a way to deal reduced damage to a single target type? i need some untis to lose dmg vs shields, and setting dmg to what i want it to do to shields then giving bonuses to all other damages wont work, since shields are counted as unit type. is there a box i should check?
did you try negative damage in the armor type damage bonuses field?
is there a way to make ricocheting weapons that wont take 5 days for a noob to figure out?
copy muta attack, change missile actor. or look at proziacmuze's beam tutorial, he shows how to make chain lightning.
how could i add ammo to units, when none of them are unique, and there are a few dozen different units that need this system?
behavior that adds a stackable buff, the stackable buff will count as your ammunition. validator checks that you have the buff and dispels one when you cast. you can add the buff with an effect given by the ammunition item. I think that would work lol.