Yeah, I got it down, it's fixed, I just remade the whole thing from scratch, and it fixed itself. Kueken, I have no idea what's wrong with my map, it keeps bugging, each ability is meant to shoot one bullet only.
Omg, my beta testers and I have noticed this weird effect, a little near the end, we start noticing this guy walked to a path and suddenly took a shit load of damage and died. I'm guessing the persistent didn't destroy it and the missile stayed there dealing damage to anything that passed it by? I mean it works properly if it collides with a target, it deals damage and explodes, but for some reason there are bugged places that kill anything that goes in it's search area. Please check it out!
Do you destroy the persistent when the missile hits the target point? Probably the easiest thing to do would be to add a periodic validator to the persistent, which checks, if the missile is still alive.
yo kuiken how do I manage to make a projectile unit follow a circular trajectory around the caster after being fired from the caster? or would this require a completely different tutorial?
I dont think there is a reliable way to do this using missile movers. You could try a guided missile with a low orientation and no impact, but it would not stay in a constant orbit around the caster.
To simulate this, you could add an invisible rotating model and attach your projectile graphics.
Kueken, I am pretty noob, and I do not get what kind of validator to use? How would I be able to do this? I mean in your tutorial the projectile destroys itself at the end right? And there is no difference between both our effects?
Kueken, I am pretty noob, and I do not get what kind of validator to use? How would I be able to do this? I mean in your tutorial the projectile destroys itself at the end right? And there is no difference between both our effects?
You want a validator, which checks, if the Source, aka the missile, is still alive.
Probably the easiest way to do this, is picking one of the predefined validators, for example the Caster not dead one.
Copy it, and change the field that says Caster to Source. Also you should rename it to something, that makes sense, like Source not dead.
Then use this validator for the Periodic Validator field of your persistent effect. This should ensure, that the persistent never exists without a living missile.
It's great when people in their own time make guide to help people starting out. I'd have to say that if people didn't make these guides there would be so many fewer people using the editor.
Hello there, followed your tutorial and the collosion detection dosent seam to work for the time being. I have reduced the projectile speed and increased it's detection range, but no sign of effect, the projectiles get destroyed at maximum range only.
Yeah, I have no idea, what is happening here. The formatting used to be nice, and now it kind of switches on and off without any change on my part. Currently, it looks just fine for me, but sometimes it is just completely broken.
Try to look at another time; in a few hours or tomorrow. It might work at some point.
I have contacted some moderators already, but they seem to be clueless as well ;)
Is it possible to have the fireball attack fire in the direction of the mouse cursor without clicking; ie just pressing the hotkey launches it in the direction the units is facing?
I cant read the text inside the spoilers :(
Looks like the formatting is gone. Is there any possibility to repost this? I guess it is possible to decrypt it, though.
Here. I reformatted the Fireball tutorial for people who've been having trouble reading it. I might reformat the others too if I get the time, 'cause this is pretty annoying to do :P
Units
Create a new unit called Fireball Missile, based on Default Settings (Projectile); click suggest for the ID and then ok.
Buttons
Create a new button called Fireball.
Change the Icon-field to Assets Textures btn-ability-terran-bombardmendstrike-color.dds.
Change Hotkey and Tooltip as you like.
Effects
Create a new Effect, called Fireball Damage, type Damage.
Set the Combat - Amount field to 45.
Set Effect - Death to Blast.
Click the Search - Area + - field and add 3 regions:
Radius : 0.5 , Fraction: 1
Radius : 1.5 , Fraction: 0.5
Radius : 2.5 , Fraction: 0.25
Click the Search - Search Filters - field and uncheck Ally and Player. Also set following fields to excluded:
Dead
Hidden
Invulnerable
Item
Missile
Stasis
Set Target - Impact Location to Target Point
New effect, name Fireball Impact, type Set.
Open Effect - Effects and add following effects:
Fireball Damage
Suicide
New effect, name Fireball Target Check, type Search Area
Open Search - Areas +, add a new entry using Radius: 0.3 and Effect: Fireball Impact
Click the Search - Search Filters - field and uncheck Ally and Player. Also set following fields to excluded:
Dead
Hidden
Invulnerable
Item
Missile
Stasis
New effect, name Fireball Persistent, type Create Persistent
Open Effect - Flags, check Persist until destroyed
Open Effect - Period Durations, add a new entry 0.0625
Open Effect - Periodic Effects, add a new entry Fireball Target Check
Change Target - Location + to Source Unit
New effect, name Fireball Destroy Persistent, type Destroy Persistent
Set Effect - Effect to Fireball Persistent
Set Target - Location + to Source Unit
Go to your Fireball Impact - effect and add Fireball Destroy Persistent to the list of effects.
New effect, name Fireball Launch R, type Launch Missile
Set Effect - Impact Effect to Fireball Impact.
Set Effect - Launch Effect to Fireball Persistent.
Open Movement - Movers, add a new entry: PunisherGrenadesWeapon (unnamed)
Set Target - Impact Location to Target Point
Set Unit - Ammo Unit to Fireball Missile
Copy the last created effect, rename it to Fireball Launch L, click suggest.
New effect, name Fireball Initial, type Create Persistent
Set Effect - Period Count to 2
Open Effect - Period Effects and add Fireball Launch R and Fireball Launch L
Open Effect - Periodic Offsets and add following entries:
x = 0.4 , y =-10, z = 0.5
x =-0.4 , y =-10, z = 0.5
Set Target - Location + to Source Point
Abilities
New ability, name Fireball, type Effect - Target
Open Ability - Commands +, select Execute, set the Default Button to Fireball
Set Effect - Effect to Fireball Initial
Set Stats - Range to 9
Actors
New actor, name Fireball Missile, type Missile, based on GenericAttackMissile
Set Unit Name to Fireball Missile
Set Art - Model to Yamato Weapon
Open Event - Events + and add this event:
Actor creation
Set Tint Color
Set the tint color to the RGB values 255,255,100 and the HDR multiplier to 4.0
New actor, name Fireball Impact, type Model, based on ModelAnimationStyleOneShot
Set Art - Model to 330mmBarrageCannonsImpact (unnamed)
Set Art - Scale to (1.5,1.5,1.5)
Open Event - Events, and create this event:
Effect.FireballImpact.Start
Create
Make sure the field Host + only contains something like (implicit, implicit, disabled). If there is a _selectable or something, remove it.
New actor, name Fireball Impact Sound, type Sound, based on SoundOneShot
Open Event - Events, and create this event:
Effect.FireballImpact.Start * create
Set Sound - Sound to Raven_HunterSeekerAttackImpact
New actor, name Fireball R, type Action, based on GenericAttack
Set Impact Effect to Fireball Impact and Launch Effect to Fireball Launch R
Open Attachment - Launch Attachment Query +, change the AMFilterWeapon00 - method to Filter WeaponRight
Open Combat - Launch Assets, set the Sound to Firebat_AttackLaunch
Copy the last created actor, rename it to Fireball L, click suggest
Change the Launch Effect to Fireball Launch L and the attachment method to Filter WeaponLeft.
Select the Firebat - Actor
Open Event - Events + and add the following Event:
Abil.Fireball.SourcePrepStart
AnimPlay Spell Attack
Units
Select the Firebat
Open Ability - Abilities +, add Fireball
Open Ability - Command Card +
Add the Fireball - Button to any free spot
Change the Command Type to Ability Command
Set the Ability to Fireball
For some visual enhancements, you can play around a little, for example add a prepare and finish time to the spell.
The Test Map
Everything related to the Fireball is prefixed with "Fireball -", so if you enter this in the search line, you will get only objects related to the fireball.
Yeah, I am sorry, I was hoping the reason it doesn't work anymore would get fixed anytime soon. I will probably re-format the first post within the next couple of days.
Yeah, I got it down, it's fixed, I just remade the whole thing from scratch, and it fixed itself. Kueken, I have no idea what's wrong with my map, it keeps bugging, each ability is meant to shoot one bullet only.
Omg, my beta testers and I have noticed this weird effect, a little near the end, we start noticing this guy walked to a path and suddenly took a shit load of damage and died. I'm guessing the persistent didn't destroy it and the missile stayed there dealing damage to anything that passed it by? I mean it works properly if it collides with a target, it deals damage and explodes, but for some reason there are bugged places that kill anything that goes in it's search area. Please check it out!
Do you destroy the persistent when the missile hits the target point? Probably the easiest thing to do would be to add a periodic validator to the persistent, which checks, if the missile is still alive.
yo kuiken how do I manage to make a projectile unit follow a circular trajectory around the caster after being fired from the caster? or would this require a completely different tutorial?
I dont think there is a reliable way to do this using missile movers. You could try a guided missile with a low orientation and no impact, but it would not stay in a constant orbit around the caster.
To simulate this, you could add an invisible rotating model and attach your projectile graphics.
Kueken, I am pretty noob, and I do not get what kind of validator to use? How would I be able to do this? I mean in your tutorial the projectile destroys itself at the end right? And there is no difference between both our effects?
Would this work out well?
You want a validator, which checks, if the Source, aka the missile, is still alive.
Probably the easiest way to do this, is picking one of the predefined validators, for example the Caster not dead one.
Copy it, and change the field that says Caster to Source. Also you should rename it to something, that makes sense, like Source not dead.
Then use this validator for the Periodic Validator field of your persistent effect. This should ensure, that the persistent never exists without a living missile.
Try it, it should work just as well.
This is a great guide. Thank you Kueken531.
It's great when people in their own time make guide to help people starting out. I'd have to say that if people didn't make these guides there would be so many fewer people using the editor.
Hello there, followed your tutorial and the collosion detection dosent seam to work for the time being. I have reduced the projectile speed and increased it's detection range, but no sign of effect, the projectiles get destroyed at maximum range only.
How would I go about changing the sound to the attack launch for the Fireball ability? I don't want the firebat attack launch sound...
The formatting is messed up, making it very annoying to read.
I like your tutorial, though :)
Looks nice from the videos, but it is impossible to read the tutorial as it is now.
Yeah, I have no idea, what is happening here. The formatting used to be nice, and now it kind of switches on and off without any change on my part. Currently, it looks just fine for me, but sometimes it is just completely broken.
Try to look at another time; in a few hours or tomorrow. It might work at some point.
I have contacted some moderators already, but they seem to be clueless as well ;)
Test:
<div style="margin: 5px 20px 20px;"> <div class="alt2" style="text-align: right; margin: 0px; padding: 6px; border: 1px;"> <span style="float: left; padding-top: 2px;">Test </span> <input value="Show" style="margin: 0px; padding: 0px; width: 80px; font-size: 10px;" onclick="if (this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display != '') { this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display = '';this.innerText = ''; this.value = 'Hide'; } else { this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display = 'none'; this.value = 'Show';}" type="button"> </div> <div style="padding-top: 4px;"> <div class="alt2" style="display:none; margin: 0px; padding: 6px; border: 1px inset;"> ---- Hello ---- </div></div>
</div>
Is it possible to have the fireball attack fire in the direction of the mouse cursor without clicking; ie just pressing the hotkey launches it in the direction the units is facing?
I cant read the text inside the spoilers :( Looks like the formatting is gone. Is there any possibility to repost this? I guess it is possible to decrypt it, though.
@madmaxII: Go
Here. I reformatted the Fireball tutorial for people who've been having trouble reading it. I might reformat the others too if I get the time, 'cause this is pretty annoying to do :P
Units
Create a new unit called Fireball Missile, based on Default Settings (Projectile); click suggest for the ID and then ok.
Buttons
Create a new button called Fireball.
Textures
btn-ability-terran-bombardmendstrike-color.dds.
Effects
Create a new Effect, called Fireball Damage, type Damage.
New effect, name Fireball Impact, type Set.
New effect, name Fireball Target Check, type Search Area
New effect, name Fireball Persistent, type Create Persistent
New effect, name Fireball Destroy Persistent, type Destroy Persistent
New effect, name Fireball Launch R, type Launch Missile
New effect, name Fireball Initial, type Create Persistent
Abilities
New ability, name Fireball, type Effect - Target
Actors
New actor, name Fireball Missile, type Missile, based on GenericAttackMissile
New actor, name Fireball Impact, type Model, based on ModelAnimationStyleOneShot
New actor, name Fireball Impact Sound, type Sound, based on SoundOneShot
New actor, name Fireball R, type Action, based on GenericAttack
Copy the last created actor, rename it to Fireball L, click suggest
Select the Firebat - Actor
Units
Select the Firebat
For some visual enhancements, you can play around a little, for example add a prepare and finish time to the spell.
The Test Map
Everything related to the Fireball is prefixed with "Fireball -", so if you enter this in the search line, you will get only objects related to the fireball.
Thank you! I think it would be great if someone edits your post in the OP.
@madmaxII: Go
It still wouldn't work, though. The formatting things I used won't work when inside a spoiler.
Yeah, I am sorry, I was hoping the reason it doesn't work anymore would get fixed anytime soon. I will probably re-format the first post within the next couple of days.
Finally fixed the formatting. Couldn't get the spoilers to work properly, so I just got rid of them for now.
There might still be problems with the formatting, if you find something, notify me.