Dang! Your challenges are getting pounded! I suggest making just 1 more for Kueken to conquer and shock us to death. Why don't you make the final challenge this...
Final Challenge 5: Make an ability that summons a small fleet that bombards the area on wave 1. Then send a wave 2 which paradrops units. Then make a wave 3 that guards the units that landed. ALL IN 1 ABILITY! :P
Yay put all my maps in one. And you forgot the evacuation transport, which evacuates all the paratroopers and air support units :D
At first i wanted to drop marauders, but all my exercises were terran units so far. So now its protoss (terran units have the nice unload animations, though, those would make the visuals a lot nicer, I guess)
Troops can request an evacuation transport, it has a shared cooldown for all units; so only one transport can be ordered at a time.
The transport lands nearby, the target zone gets marked. It stays in the target zone for some seconds and all troops already inside or entering the target zone will be loaded into the transport. Then the transport starts and evacuates the troops to safety (in my case, they just disappear ;).
Could be changed easily to preserve the troops, for the moment this would be useful for campaigns for example, where the evacuated units are available in the next mission or appear somewhere else on the map or something)
A ground unit calls a nearby air unit for support. The air unit will follow it from now on and attack nearby enemies.
I wanted to use the carrier hangar ability first, but I wanted to be able to call already existing flyers. I did not get this to work with the hangar ability, so I used some kind of workaround.
i am also trying to learn some of these techniques and currently have been working on a strike similar to Kueken's. I have it working as far as launching missiles and dealing damage but for some odd reason, my missiles are not hitting the ground, rather they hit at the same height as the caster. I have gone through Kueken's works and tried lowering the host impact and what not but it still hits the air.
I had the same problem, I created an Actor Site Operation for this. You will notice for many of my impact effect actors, that they use the host site operation Air Strike - Lower by 6 (maybe the ID is still LowerBy3.75, I changed the height in the development process)
Challenge 1: Napalm Drop
I used a huge chunk of my previous air strike. I wanted to utilize some other models at first, for example there is a napalm bomb model, but it looks ugly and has very strange animations, so i just used the same models again and added some fire ;)
I wanted to make it burn foliage as well, but could not get it to work, so it just burns trees for now.
Note that I had to lower my shader settings, on high shaders the fps dropped massively. The video is recorded with medium shaders, which causes no problems at all.
Some more information would be nice, for example what you got so far and what exactly you are struggling with. Did you add me in MSN yet? I tried to add you, but cannot see you yet.
Your Marauders start on the floor and then jump in the air to start gliding to the floor again :D. Maybe hiding the actor for a split-second would be nice.
There are already drop-pods in the game...so I imagine not.
Well, it fits the requirements, I guess... and its not that this is a competition or something ;) Just create, what comes to your mind. The whole point is to work with data and maybe learn something in the process or provide ideas to other people. Its not to show off awesome editor skills or something.
Oh, wow, was playing around with some fire for the napalm, and fire really seems to cause performance drops. 1 single fire object at a scale of 5 made my fps drop to 40.
I wanted it to look something like that, but at 18 fps, it will be hardly useable for a spell :(
Hey, i have a problem - how are you issuing an order to the newly created units (that were created with persistent effect)?
You are referring to my map, I guess? Have a good look at it. The Create Unit- Effect has a field called Effect - Spawn. This effect is executed on the new created unit when it spawns.
I used an effect called Create Unit Set. It contains the MercAirDrop effect from the campaign (which causes the banshee to drop from space like the mercenary banshees in the campaign) and the IssueTurnOrder Effect, which causes the banshees to turn to the target point.
Then I added an expire effect to the final behavior of the MercAirDrop (called MercAirDropC), which issues an order in the direction the banshee is looking (thats why I turn the banshee in the correct direction first), using a persistent effect with an offset.
From the napalm article:
Quote:
One firebomb released from a low-flying plane can damage an area of 2,500 square yards (2,100 m2).
Wow, so basically 1 bomb has to incinerate the whole map xD
We share reasons here...
Yay some more company for the challenges ;) And right on time, less that 1 hour to expiration time ;)
Would it be cheating if I make a video of a scourge suiciding in a battlecruiser for challenge 5? ;)
Yay, fast finish ftw.
€ *and hates wikicreole* -.-
Yay put all my maps in one. And you forgot the evacuation transport, which evacuates all the paratroopers and air support units :D
Noo plz no more challenges *can not resist* xD
Challenge 4: Paratroopers
At first i wanted to drop marauders, but all my exercises were terran units so far. So now its protoss (terran units have the nice unload animations, though, those would make the visuals a lot nicer, I guess)
Challenge 3:
Evacuation
Troops can request an evacuation transport, it has a shared cooldown for all units; so only one transport can be ordered at a time.
The transport lands nearby, the target zone gets marked. It stays in the target zone for some seconds and all troops already inside or entering the target zone will be loaded into the transport. Then the transport starts and evacuates the troops to safety (in my case, they just disappear ;).
Could be changed easily to preserve the troops, for the moment this would be useful for campaigns for example, where the evacuated units are available in the next mission or appear somewhere else on the map or something)
@TheTAZsc: Go
Well, you could simulate circular movement with a persistent effect using the correct offsets and periodically given orders.
Challenge 2:
Call for Air Support.
A ground unit calls a nearby air unit for support. The air unit will follow it from now on and attack nearby enemies.
I wanted to use the carrier hangar ability first, but I wanted to be able to call already existing flyers. I did not get this to work with the hangar ability, so I used some kind of workaround.
I had the same problem, I created an Actor Site Operation for this. You will notice for many of my impact effect actors, that they use the host site operation Air Strike - Lower by 6 (maybe the ID is still LowerBy3.75, I changed the height in the development process)
Challenge 1: Napalm Drop
I used a huge chunk of my previous air strike. I wanted to utilize some other models at first, for example there is a napalm bomb model, but it looks ugly and has very strange animations, so i just used the same models again and added some fire ;)
I wanted to make it burn foliage as well, but could not get it to work, so it just burns trees for now.
Note that I had to lower my shader settings, on high shaders the fps dropped massively. The video is recorded with medium shaders, which causes no problems at all.
@Marikh7: Go
Some more information would be nice, for example what you got so far and what exactly you are struggling with. Did you add me in MSN yet? I tried to add you, but cannot see you yet.
@fosere: Go
Your Marauders start on the floor and then jump in the air to start gliding to the floor again :D. Maybe hiding the actor for a split-second would be nice.
Well, it fits the requirements, I guess... and its not that this is a competition or something ;) Just create, what comes to your mind. The whole point is to work with data and maybe learn something in the process or provide ideas to other people. Its not to show off awesome editor skills or something.
Oh, wow, was playing around with some fire for the napalm, and fire really seems to cause performance drops. 1 single fire object at a scale of 5 made my fps drop to 40.
I wanted it to look something like that, but at 18 fps, it will be hardly useable for a spell :(
You are referring to my map, I guess? Have a good look at it. The Create Unit- Effect has a field called Effect - Spawn. This effect is executed on the new created unit when it spawns.
I used an effect called Create Unit Set. It contains the MercAirDrop effect from the campaign (which causes the banshee to drop from space like the mercenary banshees in the campaign) and the IssueTurnOrder Effect, which causes the banshees to turn to the target point.
Then I added an expire effect to the final behavior of the MercAirDrop (called MercAirDropC), which issues an order in the direction the banshee is looking (thats why I turn the banshee in the correct direction first), using a persistent effect with an offset.
From the napalm article:
Wow, so basically 1 bomb has to incinerate the whole map xD
Wow, what format is your video? xD Loaded for like years @ 720p for me (5 minutes, actually)
Anyway, looks nice :)
And I know what you mean :( takes a lot data objects to make things pretty. My air strike involves:
Well, I obviously overdid it, though :/