I'm trying to make a smoke grenade that is thrown like Tychus's grenade but instead of damage at the target location, there is a large cloud of thick white smoke/fog
However I cant seem to find a fog or smoke actor or whatnot that be placed in that location...
cool, those arent that "thick" though, I guess use a trigger to make many of those dummy fog units in that location for more thick smoke?
Unit - Create 1 Smoke unit for player 0 at ((Position of (Triggering unit)) offset by 8.0 towards (Random angle) degrees) facing 270.0 degrees (No Options)
Unit - Create 1 Smoke unit for player 0 at ((Position of (Triggering unit)) offset by 8.0 towards (Random angle) degrees) facing 270.0 degrees (No Options)
Unit - Create 1 Smoke unit for player 0 at ((Position of (Triggering unit)) offset by 8.0 towards (Random angle) degrees) facing 270.0 degrees (No Options)
like that? whats a good way to make the smoke units all around the "target point"?
No need for dummy units, actors can do this. Also you can change the scale for x, y and z individually; so for an increased area, just increase x and y scale and keep z the same. For thicker smoke, just spawn the actor multiple times or try messing around with tint colors and/or HDR multipliers.
Add these events
"Actor Creation
-> Timer Set (Some timer name) (Time)"
and
"TimerExpire
[right click, "add term"] TimerName = (Timer name you put in above)
-> Destroy"
For creating it at the impact point...
"Effect.(your grenade effect).start
[right click, add term] At - Effect
Create"
If it doesnt create at the effect, go on the host site operations field and add "sOpTargetPointStationary"
And there's very little that can't be done in data only that doesn't include dynamic or referenced values, like actors. (I'm willing to bet money that someone will post and prove me wrong, lol)
o and there no need to lower sight range cause this is a TPS heh
well something is weird cause the smoke is being created on the caster (throwing grenade) when the grenade impacts
I have
"Effect.(Tychus Grenade Damage effect).start
At - Effect
Create"
and also added "sOpTargetPointStationary"
but still the smoke actor is created on the caster when the the grenade lands, instead of the targeted location
any ideas how to fix that?
arghh I thought I had fix this but not so... sometimes the smoke will be created at the target, and then sometimes the smoke will be created on the caster....anyone know why?
Check the Host + - field. Most likely, there is a _Selectable, remove this (by clicking on Custom, for example).
Also remove the Site Operation and the At - Effect and make sure, the damage effect hits the correct location (most likely this would be Target Point)
it works great 100% every time, at the target, maybe cause his spell uses behaviors?
However if the actor is set to Default Tychus Grenade Damage effect.start
then the fog is created at the caster most of the time and then at the target sometimes
I attached the tutorial map i just did some tests on
So it doesnt seem to be the actors problem, but instead something else? I tried copying everything from the Straight Shot damage effect onto the default Tychus grenade damage effect, but the fog is still created on the caster...
And the I tried another spell that targets point but that doesnt work either...the smoke is created on caster...
I'm trying to make a smoke grenade that is thrown like Tychus's grenade but instead of damage at the target location, there is a large cloud of thick white smoke/fog
However I cant seem to find a fog or smoke actor or whatnot that be placed in that location...
Anyone got any ideas?
Change the model to one of the sujestions below
-Fog Blue -Fog Grey -Fog Mist (recommended)
Those are the best i can think of, to find em when changing model type fog into the search bar or just look under doodad's - Enviorment
Regards Air1
cool, those arent that "thick" though, I guess use a trigger to make many of those dummy fog units in that location for more thick smoke?
Unit - Create 1 Smoke unit for player 0 at ((Position of (Triggering unit)) offset by 8.0 towards (Random angle) degrees) facing 270.0 degrees (No Options)
Unit - Create 1 Smoke unit for player 0 at ((Position of (Triggering unit)) offset by 8.0 towards (Random angle) degrees) facing 270.0 degrees (No Options)
Unit - Create 1 Smoke unit for player 0 at ((Position of (Triggering unit)) offset by 8.0 towards (Random angle) degrees) facing 270.0 degrees (No Options)
like that? whats a good way to make the smoke units all around the "target point"?
No need for dummy units, actors can do this. Also you can change the scale for x, y and z individually; so for an increased area, just increase x and y scale and keep z the same. For thicker smoke, just spawn the actor multiple times or try messing around with tint colors and/or HDR multipliers.
how do you set a timed life to actors? i know for units its easy to set timed life, but how to do it for the smoke actor?
also, how to relate the impact of the grenade as the location point to spawn all the actors? can this be done entirely in data editor only?
All your answers lie in the actor events.
Timed life:
Add these events
"Actor Creation
-> Timer Set (Some timer name) (Time)"
and
"TimerExpire
[right click, "add term"] TimerName = (Timer name you put in above)
-> Destroy"
For creating it at the impact point...
"Effect.(your grenade effect).start
[right click, add term] At - Effect
Create"
If it doesnt create at the effect, go on the host site operations field and add "sOpTargetPointStationary"
And there's very little that can't be done in data only that doesn't include dynamic or referenced values, like actors. (I'm willing to bet money that someone will post and prove me wrong, lol)
The Creep Cloud model is not bad for that task. I presume it will give all units in the cloud a buff that lowers sight range right?
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
o and there no need to lower sight range cause this is a TPS heh
well something is weird cause the smoke is being created on the caster (throwing grenade) when the grenade impacts
I have
"Effect.(Tychus Grenade Damage effect).start
At - Effect
Create"
and also added "sOpTargetPointStationary"
but still the smoke actor is created on the caster when the the grenade lands, instead of the targeted location
any ideas how to fix that?
arghh I thought I had fix this but not so... sometimes the smoke will be created at the target, and then sometimes the smoke will be created on the caster....anyone know why?
@HatsuneMikuMegurine: Go
Check the Host + - field. Most likely, there is a _Selectable, remove this (by clicking on Custom, for example).
Also remove the Site Operation and the At - Effect and make sure, the damage effect hits the correct location (most likely this would be Target Point)
Ok i dont think it has to do with the actor, maybe something about the mover?
I'm using Wingednosering's Straight Shot tutorial map to test, and when I set the actor to his straight shot damage effect with:
"Effect.(straight shot damage effect).start
[right click, add term] At - Effect
Create"
it works great 100% every time, at the target, maybe cause his spell uses behaviors?
However if the actor is set to Default Tychus Grenade Damage effect.start
then the fog is created at the caster most of the time and then at the target sometimes
I attached the tutorial map i just did some tests on
So it doesnt seem to be the actors problem, but instead something else? I tried copying everything from the Straight Shot damage effect onto the default Tychus grenade damage effect, but the fog is still created on the caster...
And the I tried another spell that targets point but that doesnt work either...the smoke is created on caster...