Both. The item I'm rotating is supposed to fly like it was a thrown bottle of alcohol like a molotov, but it's being made in my sidescroller game which is linked in my signature. It needs to be rotating clockwise with the top-down view I'm using in the game, while the weapon itself is flying through the upward arc like the grenade I have also set up in the map.
Something like this? It does more dmg the longer u charge, and at max charge(5 seconds) it stuns the target for 2 seconds
Ah, man you're awesome. Exactly what I wanted, definitely wanted to be able to move while charging as well. The only other thing, which is not necessary at all, would be to make the charging color change or add more volume to the charge the longer its charged. Kind of a noticeable "oh, lol this ability is getting stronger" animation. That and a tutorial would be omfgamazing. Thanks a lot!
I'd be excited if you published a tutorial on the buster charge. I'm looking at the map code right now and I don't quite understand everything >.< Thanks for helping us noobs out.
I'd be excited if you published a tutorial on the buster charge. I'm looking at the map code right now and I don't quite understand everything >.< Thanks for helping us noobs out.
I'm working on adding comments to all the aspects of the ability, will be uploaded later today as i have to go to work right now
I'm working on adding comments to all the aspects of the ability, will be uploaded later today as i have to go to work right now
Just got in from said work.
After reviewing the charge up, I'd say its definitely noticeable enough, albeit a little subtle. However, I think adding much more might make it too much. How hard would it be to change the missile actor?
Also,
Though I have no use for it currently, I can see its functionality in a lot of different map types, the esteemed Scorpion's ["GET OVER HERE"] Spear would be an awesome spell. Using the infestor's neural parasite chord as the spear.
The above idea can be thrown on the after-burner though, I just figured I'd throw it on the list when ever you feel like slapping it together.
After reviewing the charge up, I'd say its definitely noticeable enough, albeit a little subtle. However, I think adding much more might make it too much. How hard would it be to change the missile actor?
Also, Though I have no use for it currently, I can see its functionality in a lot of different map types, the esteemed Scorpion's ["GET OVER HERE"] Spear would be an awesome spell. Using the infestor's neural parasite chord as the spear.
The above idea can be thrown on the after-burner though, I just figured I'd throw it on the list when ever you feel like slapping it together.
The missile actor is very easily changed, all you have to do is go to the "buster shot charged attack missile" and buster shot uncharged attack missile" actors and change the "Art - Model" field to whatever you want it to be. to change the size of the missile go to the event + and create an event of type "Actor Creation" and have the action set to "set scale" and specify the scale, for the color changing create an event of type "Actor Creation" and have the action set to "Set tint color".
In regards to the "GET OVER HERE" spear, I'm working on something like that right now and its looking pretty good
EDIT: Just added comments to everything in the Buster Shot Ability
I'm pretty new to the data editor and I was trying to make an ability that shoots a marauder concussive grenade that has no initial effect but after 2 seconds it creates an explosion and deals area damage. I'm not entirely sure if this delay effect can be created in the data editor. Thanks in advance for any help.
It shoots the grenade at the target and deals no initial damage, but two seconds later, wherever the target is, he explodes and damage is dealt to everyone in the area.
It shoots the grenade at the target and deals no initial damage, but two seconds later, wherever the target is, he explodes and damage is dealt to everyone in the area.
Ahh, this one is actually quite simple. The delay effect is achieved by applying a behavior to the target.
Press 5 when you get into the game. Thanks a bunch for the help on this, the hellion flames were such a headache for no reason, lol. If you wanna try the rotation part, or at least tell me what I'd need to use, then that would be pretty awesome.
Press 5 when you get into the game. Thanks a bunch for the help on this, the hellion flames were such a headache for no reason, lol. If you wanna try the rotation part, or at least tell me what I'd need to use, then that would be pretty awesome.
That maps is pretty cool, I like the way you flipped everything on It's side, about the rotation thing I'm not quite sure how to do it for missiles, i might look into it in a bit though and I'll let you know if I found out how It's done
Alright here it is, kind of a rushed job... It's a little messy and I think I could have done a better job implementing it, but I think it looks cool anyways. I might remake it later using triggers as it would be a lot cleaner and easier
@Slypoos: Go
Lol, I had no idea how I was going to get projectiles to behave the way I needed them to in the sidescroller, so I didn't even bother trying with them. All the weapons are modified versions of the baneling, and they are all units.
Charged Firebolt: Charge-up takes 2 seconds, able to be canceled early but no ball will be created. The created ball floats around your unit for later use.
Just wondering if there's been any progress made on the rotation for the molotovs. Do you think I'd be able to decipher what you did for your ability in your map?
The problem in what i did for my map, is that it doesn't work for moving objects, like missiles. And i haven't had a chance to really sit down and try to solve the problem as i have been working on a (secret)map project
Edit: I looked around the forums earlier and found no solution. Maybe this is one of the problems for the community posted on the front page :)
@Slypoos: Go
The damage thing shouldn't really matter, as the move is designed to basically kill anything caught in the flames, lol.
What do you use to rotate the models? I've been looking for something in the data editor that does that...
@Timthetoolman:
Do you need it to rotate while moving, or while it is stationary?
@Slypoos: Go
Both. The item I'm rotating is supposed to fly like it was a thrown bottle of alcohol like a molotov, but it's being made in my sidescroller game which is linked in my signature. It needs to be rotating clockwise with the top-down view I'm using in the game, while the weapon itself is flying through the upward arc like the grenade I have also set up in the map.
Ah, man you're awesome. Exactly what I wanted, definitely wanted to be able to move while charging as well. The only other thing, which is not necessary at all, would be to make the charging color change or add more volume to the charge the longer its charged. Kind of a noticeable "oh, lol this ability is getting stronger" animation. That and a tutorial would be omfgamazing. Thanks a lot!
I'd be excited if you published a tutorial on the buster charge. I'm looking at the map code right now and I don't quite understand everything >.< Thanks for helping us noobs out.
@Hartgarde: Go
Once you reach full charge the unit starts glowing, maybe It's not noticeable enough?
I'm working on adding comments to all the aspects of the ability, will be uploaded later today as i have to go to work right now
Just got in from said work.
After reviewing the charge up, I'd say its definitely noticeable enough, albeit a little subtle. However, I think adding much more might make it too much. How hard would it be to change the missile actor?
Also, Though I have no use for it currently, I can see its functionality in a lot of different map types, the esteemed Scorpion's ["GET OVER HERE"] Spear would be an awesome spell. Using the infestor's neural parasite chord as the spear.
The above idea can be thrown on the after-burner though, I just figured I'd throw it on the list when ever you feel like slapping it together.
The missile actor is very easily changed, all you have to do is go to the "buster shot charged attack missile" and buster shot uncharged attack missile" actors and change the "Art - Model" field to whatever you want it to be. to change the size of the missile go to the event + and create an event of type "Actor Creation" and have the action set to "set scale" and specify the scale, for the color changing create an event of type "Actor Creation" and have the action set to "Set tint color".
In regards to the "GET OVER HERE" spear, I'm working on something like that right now and its looking pretty good
EDIT: Just added comments to everything in the Buster Shot Ability
I'm pretty new to the data editor and I was trying to make an ability that shoots a marauder concussive grenade that has no initial effect but after 2 seconds it creates an explosion and deals area damage. I'm not entirely sure if this delay effect can be created in the data editor. Thanks in advance for any help.
@SgtBroodling: Go
Not sure what u mean, shoots a missile at a target or the ground?
It shoots the grenade at the target and deals no initial damage, but two seconds later, wherever the target is, he explodes and damage is dealt to everyone in the area.
@SgtBroodling: Go
Ahh, this one is actually quite simple. The delay effect is achieved by applying a behavior to the target.
Just thought you might wanna see the finished move in action.
http://www.sc2mapster.com/maps/sidescrolling-poc/
Press 5 when you get into the game. Thanks a bunch for the help on this, the hellion flames were such a headache for no reason, lol. If you wanna try the rotation part, or at least tell me what I'd need to use, then that would be pretty awesome.
@Slypoos: Go
yay time for my spells now?
Halfway done the MK Pull move
That maps is pretty cool, I like the way you flipped everything on It's side, about the rotation thing I'm not quite sure how to do it for missiles, i might look into it in a bit though and I'll let you know if I found out how It's done
@threeleven: Go
Alright here it is, kind of a rushed job... It's a little messy and I think I could have done a better job implementing it, but I think it looks cool anyways. I might remake it later using triggers as it would be a lot cleaner and easier
@Slypoos: Go Lol, I had no idea how I was going to get projectiles to behave the way I needed them to in the sidescroller, so I didn't even bother trying with them. All the weapons are modified versions of the baneling, and they are all units.
@dra6o0n: Go
Charged Firebolt: Charge-up takes 2 seconds, able to be canceled early but no ball will be created. The created ball floats around your unit for later use.
@Slypoos: Go
Just wondering if there's been any progress made on the rotation for the molotovs. Do you think I'd be able to decipher what you did for your ability in your map?
@Timthetoolman:
The problem in what i did for my map, is that it doesn't work for moving objects, like missiles. And i haven't had a chance to really sit down and try to solve the problem as i have been working on a (secret)map project
Edit: I looked around the forums earlier and found no solution. Maybe this is one of the problems for the community posted on the front page :)