Well, it took me all afternoon, but by copying parts of the marauder I was able to give concussive shells to the siege tank.
PROBLEMS I NEED HELP WITH:
In order to accomplish my goal, I had to create a Missile Launcher (Effect) for the siege tank, which changed the siege tank to a missile (Bullet) attack. Know of any way to change it back to instant?
Further Explanation: To link the slow effect with the attack, I need to make a set thats linked with the slow and the damage. In order to link this set to the main attack, I need to add it to a field called "Art - Impact effect" which was not on the standard Siege Tank attack effect, only the Missile Launcher effect that the marauder used. Thats why I needed the Missile Launcher, which changed it to projectile instead of instant.
The second problem: Although both modes slow, Siege mode tank only slows the target not all units affected by the AoE attack. Do you know what I have to do to change this?
That's part of the answer. I don't know why you think you need to use a missile and why you need an impact effect. That stuff is not necessary at all.
Now, the Siege tank attack currently has a single effect, "Arclite Shock Cannon (Damage)." This effect causes units in the area to take damage, and the graphic that appears is handled by an actor so no worries there. As long as we use this effect, the explosion will appear.
Now, we want to add an extra effect, but the Weapon effect field only calls for a single effect. So we make a Set. The Set contains multiple effects that will all go off. One of the two effects is the damage effect. The second effect is the slow. But as xhatix pointed out, "Concussive Grenade - Slow" only affects the target unit. So we create a Search that selects all of the valid units in range, centered on the target unit, and add the slow effect to them. Of course, if we are simply using the Concussive Grenade effect, the slow will only be applied if you have concussive grenades researched (because it's a validator of the effect) but you can easily remove the validator.
Just change the Weapon to the set we just create, and now you have added an extra effect to the weapon. No missile necessary.
In my game, I've turned Transfusion into an AoE effect. This required adding 3 extra effects and a behavior to the ability. My basis for comparison was looking at how Psionic Storm worked. Just ignore damage3 I don't even know why it's in there. The way I learned it, was to find the effect that went first. This required to follow all the effects of the ability backwards until there was nothing left to go back to, ultimately giving me the starting effect.
So, for the case with Psionic Storm, it begins with "High Templar - Psi Storm (Persistent)". Then, from there, just follow all of the effects to teach yourself how they're all working together. It's a pain in the ass, but it open the way for basically any attack to be done. The limit will just be in the animations.
That's part of the answer. I don't know why you think you need to use a missile and why you need an impact effect. That stuff is not necessary at all.
Now, the Siege tank attack currently has a single effect, "Arclite Shock Cannon (Damage)." This effect causes units in the area to take damage, and the graphic that appears is handled by an actor so no worries there. As long as we use this effect, the explosion will appear.
Now, we want to add an extra effect, but the Weapon effect field only calls for a single effect. So we make a Set. The Set contains multiple effects that will all go off. One of the two effects is the damage effect. The second effect is the slow. But as xhatix pointed out, "Concussive Grenade - Slow" only affects the target unit. So we create a Search that selects all of the valid units in range, centered on the target unit, and add the slow effect to them. Of course, if we are simply using the Concussive Grenade effect, the slow will only be applied if you have concussive grenades researched (because it's a validator of the effect) but you can easily remove the validator.
Just change the Weapon to the set we just create, and now you have added an extra effect to the weapon. No missile necessary.
I didn't think it was necessary, I just didn't know how to get it to work any other way. :P
I've never used searches before, and I can't seem to get that part to work, although the attack works now. Any help as far as getting the search to work right?
I've never used searches before, and I can't seem to get that part to work, although the attack works now. Any help as far as getting the search to work right?
I learned the usage of Searches, Sets and a couple of other things by looking at the Ghost - EMP. It's a great and easy-to-understand example of an AoE spell with several completely different effects.
@s3rius: Go
Got it working, thanks. But I have an entirely different bug now.
I made hellions attack while moving.. But if I load them into into my cloaking medivac in the middle of an attack, they keep attacking until the target dies. They do not attack from a medivac normally.
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Well, it took me all afternoon, but by copying parts of the marauder I was able to give concussive shells to the siege tank.
PROBLEMS I NEED HELP WITH:
In order to accomplish my goal, I had to create a Missile Launcher (Effect) for the siege tank, which changed the siege tank to a missile (Bullet) attack. Know of any way to change it back to instant?
Further Explanation: To link the slow effect with the attack, I need to make a set thats linked with the slow and the damage. In order to link this set to the main attack, I need to add it to a field called "Art - Impact effect" which was not on the standard Siege Tank attack effect, only the Missile Launcher effect that the marauder used. Thats why I needed the Missile Launcher, which changed it to projectile instead of instant.
The second problem: Although both modes slow, Siege mode tank only slows the target not all units affected by the AoE attack. Do you know what I have to do to change this?
Thanks! Tell me if I need to upload the map!
For AoE effects you need a 'Search Area'-Effect
swapping weapons can be done with Behaviors,Abilities & HotKeys
That's part of the answer. I don't know why you think you need to use a missile and why you need an impact effect. That stuff is not necessary at all.
Now, the Siege tank attack currently has a single effect, "Arclite Shock Cannon (Damage)." This effect causes units in the area to take damage, and the graphic that appears is handled by an actor so no worries there. As long as we use this effect, the explosion will appear.
Now, we want to add an extra effect, but the Weapon effect field only calls for a single effect. So we make a Set. The Set contains multiple effects that will all go off. One of the two effects is the damage effect. The second effect is the slow. But as xhatix pointed out, "Concussive Grenade - Slow" only affects the target unit. So we create a Search that selects all of the valid units in range, centered on the target unit, and add the slow effect to them. Of course, if we are simply using the Concussive Grenade effect, the slow will only be applied if you have concussive grenades researched (because it's a validator of the effect) but you can easily remove the validator.
Just change the Weapon to the set we just create, and now you have added an extra effect to the weapon. No missile necessary.
@MasterDinadan:
Poster above me is correct.
In my game, I've turned Transfusion into an AoE effect. This required adding 3 extra effects and a behavior to the ability. My basis for comparison was looking at how Psionic Storm worked. Just ignore damage3 I don't even know why it's in there. The way I learned it, was to find the effect that went first. This required to follow all the effects of the ability backwards until there was nothing left to go back to, ultimately giving me the starting effect.
So, for the case with Psionic Storm, it begins with "High Templar - Psi Storm (Persistent)". Then, from there, just follow all of the effects to teach yourself how they're all working together. It's a pain in the ass, but it open the way for basically any attack to be done. The limit will just be in the animations.
I didn't think it was necessary, I just didn't know how to get it to work any other way. :P
I've never used searches before, and I can't seem to get that part to work, although the attack works now. Any help as far as getting the search to work right?
I learned the usage of Searches, Sets and a couple of other things by looking at the Ghost - EMP. It's a great and easy-to-understand example of an AoE spell with several completely different effects.
@s3rius: Go Got it working, thanks. But I have an entirely different bug now.
I made hellions attack while moving.. But if I load them into into my cloaking medivac in the middle of an attack, they keep attacking until the target dies. They do not attack from a medivac normally.