This tutorial explains how to use patch 1.2 effect Z-offsets with projectiles. In this tutorial, basic data editing knowledge is assumed (intermediate level or advanced). We will re-create an example from my custom map:
Cow-pocalypse - Exploding cows rain from the heavens.
Tutorial note: Many of the values below, such as offsets and actor event data can be copied and pasted in raw mode. From there you can view it in the editor.
Key points will be highlighted like this
Videos
Cow-pocalypse
Cow-pocalpyse ability
1. New Projectile Unit - Cow-pocalpyse Cow Missile
Inherit from invulnerable missile
Set Movement - Mover = Missile Default "Moo!-ver"
Set UI - Height = 20
Setting the height to 20 is important, otherwise the missile will not *appear* to be falling from the height we use later.
2. New Damage Effect - Cow-pocalpyse explosion impact damage (Damage)
Set Combat - Amount = 60
Set Effect - Death = Blast
Set Effect - Flags = Notification
Set Effect - Response Flags = Acquire, Flee
Set Target - Impact Location + (None):Target Unit
Set the damage effect however you would like. Just an extra detail.
3. New Search Effect - Cow-pocalpyse explosion (Search)
Set Search - Areas + = (360):(-1):(3):(0):(Cow-pocalypse explosion impact (Damage))
Set Target - Impact Location + = Cow-pocalypse Launch Offset (Persistant):Target Point
Pay careful attention to the impact location field. It's the target of an effect we define later. The explosion needs to happen at the target of the cow-pocalypse launch offset, which is actually determined in cow-pocalypse (persistent).
4. New Set Effect - Cow-pocalpyse explode (Set)
Set Effect - Effects = (Cow-pocalypse explosion (Search))
Not necessary to use a set, but you may want to add other effects to the explosion. This is the 'entry point' to our explosion effect.
5. New Launch Missile Effect - Cow-pocalpyse (Launch Missile)
Set Effect - Impact Effect = Cow-pocalpyse explode (Set)
Set Movement - Movers + = (Cow-pocalypse Missile Default):(0)
Set Target - Impact Location + = Cow-pocalypse Launch Offset (Persistant):Target Point
Set Target - Launch Location + = (None):Target Point
Set Unit - Ammo Unit = Cow-pocalpyse Cow Missile
Also pay careful attention to the impact / launch targets. The explosion needs to happen at the target of the cow-pocalypse launch offset, which is actually determined in cow-pocalypse (persistent).
6. New Persistent Effect - Cow-pocalpyse Launch Offset (Persistent)
Set Effect - Flags = Random Offset
Set Effect - Period Count = 1
Set Effect - Period Durations = (0.0)
Set Effect - Period Effects = (Cow-pocalpyse (Launch Missle))
Set Effect - Periodic Offsets = ((2,2,20)) Note: You can add other offsets
This causes the cow to be launched from +2x,+2y,+20z. Without adjusting the height of the cow projectile to 20, it just appears to fall in one small area for a long time.
7. New Persistent Effect - Cow-pocalpyse (Persistent)
Set Effect - Flags = Random Offset, Random Period
Set Effect - Period Durations = (2.5000|3.0000|2.0000|1.0000|1.5000|1.5000|1.0000|0.5000|0.7500|0.7500|1.0000|1.5000|1.0000)
Set Effect - Period Effects = (Cow-pocalypse Launch Offset (Persistent))
Set Effect - Periodic Offsets = ((1.5,1.5,0)|(-1.5,-1.5,0)|(-1.5,1.5,0)|(1.5,-1.5,0)|(3,3,0)|(-3,-3,0)|(-3,3,0)|(3,-3,0)|(5,5,0)|(-5,-5,0)|(-5,5,0)|(5,-5,0)|(0,3,0)|(0,-3,0)|(3,0,0)|(-3,0,0)|(5,0,0)|(-5,0,0)|(0,5,0)|(0,-5,0))
Set Effect - Periodic Validator = Caster Not Dead
Set Target - Location + = (None):Source Unit
Set Effect - Period Count = 20
This effect randomizes the impact locations and duration between cows falling.
8. New Instant Effect Ability - Cow-pocalpyse
Set Effect - Effect = (Cow-pocalypse (Persistent))
Set Stats - Cast Start Time as you see fit...
Set Cost - Cost+ as you see fit...
Set Ability - Cancelable: Cast
This ability starts the cow-pocalypse persistent effect.
9. New Missile Actor - Cow-pocalpyse Cow Missile
Set Token - Unit Name = - Cow-pocalpyse Cow Missile
Set Hosting - Host + = Implicit:Implicit:(None):Disabled
Set Hosting - Host Site Operations + = SOpShadow:Disabled:Disabled
Set Properties - Accepted Property Transfers = Model Scale, Cast Shadows, Cloak Effect, Decal, Local Tint Color, Opacity, Scale, Team Color, Time Scale, Tint Color, Visibility, Warp Group
Set Properties - Accepted Transfers = Position
12. New Sound Actor - Cow-pocalypse Launch (Sound)
Set Hosting - Host Site Operations + = SOpShadow:Disabled:Disabled
Set Sound - Sound Cow Moo
The PassChance 17 means that the sound will only play 17% of the time a cow is launched.
Conclusion
This tutorial exploits the new Z offset for persistent effects, projectile height, and target/source fields which reference targets of other effects in the effect chain.
For more flexible methods using Z offsets, see my other tutorial [Data] Random Actor Effects which attaches actors to effect locations. This works for Z offsets as well.
When my missiles land it doesn't completely hit the floor before going boom, it tends to be 2-4 units high from the floor before blowing up
Is there any way I could fix this?
Make sure to have your effect targets / sources and offsets set correctly. You could also post / send me the map and I could look at it, but I'm tied up for the next few days - week due to school + work. ><
Figured out the problem, the missiles were blowing off before it hit the ground because, my casting unit was an air unit and it was using the air unit for a height on when to blow up, thus it was always 2-4 units above the ground, I solved it by changing the ability to a target-effect ability and changing the persistent effect from "Source-unit" to "Target-point".
For this particular tutorial, the tightness of the area is effected by the '7. New Persistent Effect - Cow-pocalpyse (Persistent)' periodic offset values.
the void prism impact is spawned in the center of the caster unit not only the cow missile. how do I make it to be spawned in the center of only the cow ?
the void prism impact is spawned in the center of the caster unit not only the cow missile. how do I make it to be spawned in the center of only the cow ?
I'm not sure I understand the question. I can try to answer it if I get more details?
To clarify, right click on the event and say add term, the 'term type' is PassChance. It acts as a filter that must be satisfied for the event to fire.
Introduction
This tutorial explains how to use patch 1.2 effect Z-offsets with projectiles. In this tutorial, basic data editing knowledge is assumed (intermediate level or advanced). We will re-create an example from my custom map:
Tutorial note: Many of the values below, such as offsets and actor event data can be copied and pasted in raw mode. From there you can view it in the editor.
Key points will be highlighted like this
Videos
Cow-pocalypse
Cow-pocalpyse ability
1. New Projectile Unit - Cow-pocalpyse Cow Missile
Inherit from invulnerable missile
Setting the height to 20 is important, otherwise the missile will not *appear* to be falling from the height we use later.
2. New Damage Effect - Cow-pocalpyse explosion impact damage (Damage)
Set the damage effect however you would like. Just an extra detail.
3. New Search Effect - Cow-pocalpyse explosion (Search)
Pay careful attention to the impact location field. It's the target of an effect we define later. The explosion needs to happen at the target of the cow-pocalypse launch offset, which is actually determined in cow-pocalypse (persistent).
4. New Set Effect - Cow-pocalpyse explode (Set)
Not necessary to use a set, but you may want to add other effects to the explosion. This is the 'entry point' to our explosion effect.
5. New Launch Missile Effect - Cow-pocalpyse (Launch Missile)
Also pay careful attention to the impact / launch targets. The explosion needs to happen at the target of the cow-pocalypse launch offset, which is actually determined in cow-pocalypse (persistent).
6. New Persistent Effect - Cow-pocalpyse Launch Offset (Persistent)
This causes the cow to be launched from +2x,+2y,+20z. Without adjusting the height of the cow projectile to 20, it just appears to fall in one small area for a long time.
7. New Persistent Effect - Cow-pocalpyse (Persistent)
This effect randomizes the impact locations and duration between cows falling.
8. New Instant Effect Ability - Cow-pocalpyse
This ability starts the cow-pocalypse persistent effect.
9. New Missile Actor - Cow-pocalpyse Cow Missile
10. New Model Actor (Animation one-shot) - Cow Bubble FX
11. New Model Actor (Animation one-shot) - Cow Splat FX
12. New Sound Actor - Cow-pocalypse Launch (Sound)
The PassChance 17 means that the sound will only play 17% of the time a cow is launched.
Conclusion
This tutorial exploits the new Z offset for persistent effects, projectile height, and target/source fields which reference targets of other effects in the effect chain.
For more flexible methods using Z offsets, see my other tutorial [Data] Random Actor Effects which attaches actors to effect locations. This works for Z offsets as well.
Nice tutorial! Also good use of colors and formatting. :-)
Good Tutorial you got here, I only have 1 problem
When my missiles land it doesn't completely hit the floor before going boom, it tends to be 2-4 units high from the floor before blowing up Is there any way I could fix this?
@iOverflow: Go
Make sure to have your effect targets / sources and offsets set correctly. You could also post / send me the map and I could look at it, but I'm tied up for the next few days - week due to school + work. ><
@Ultimaswc3: Go
Cool, I'll see what I can do , if I still got an issue I'll send a pm your way
Thanks btw
Figured out the problem, the missiles were blowing off before it hit the ground because, my casting unit was an air unit and it was using the air unit for a height on when to blow up, thus it was always 2-4 units above the ground, I solved it by changing the ability to a target-effect ability and changing the persistent effect from "Source-unit" to "Target-point".
@iOverflow: Go
Awesome, glad to hear it :]
lol thanks for this tutorial, this is hilarious...
its the perfekt spell for my vodoo hero :)
Was just using this tutorial to try and make blizzard spell, like in WoW. Just wondering what I would do to make it in a concentrated area.
@Keyeszx: Go
For this particular tutorial, the tightness of the area is effected by the '7. New Persistent Effect - Cow-pocalpyse (Persistent)' periodic offset values.
the void prism impact is spawned in the center of the caster unit not only the cow missile. how do I make it to be spawned in the center of only the cow ?
I'm not sure I understand the question. I can try to answer it if I get more details?
Where do I find the PassChance?
@DarlD: Go
It's a term. You add it to your actor event.
Edit:
To clarify, right click on the event and say add term, the 'term type' is PassChance. It acts as a filter that must be satisfied for the event to fire.