Hey guys, I'm making this little tutorial because I want to share my little knowledge of the editor with all of you. I'll be showing you how to make a random multi-target. I'll be making a similar ability to the Archangel - Fire Missile from the HotS campaign. - First of all is selecting the unit we will be giving our custom ability: in my case I'll give it to the Viking (Assasult Mode). You can give it to whatever unit you want, but I select the Viking (Assault Mode) because of the missile barrels it's got on his shoulders, a perfect place to create the Launch AttachmentQuery Action. - Now create our projectile in the Data - Unit. Name it Missile Barrage Projectile. Click Sugest. Parent - Default Setting (Projectile). Editor Prefix and Editor Suffix as you like. Object Family - Melee. Race - Terran. Object Type - Projectile. Click Ok. We'll set the Movement: Mover field later. - Go to Data- Effects and create a new effecft. Name it Missile Barrage Damage. Click Sugest. Effect Type - Damage. Parent - CEffectDamage (the default one, I have never really understand for what is parent haha). Editor Prefix and Editor Suffix as you like. Race - Terran. Click Ok. Set Combat: Amount to 10. Set Combat: Death to Blast. This really doesn't mind but is for giving the effect a cool death effect. Set Effect: Flags + to Notification. We'll be setting Combat: Splash Kind and Effect: Kind to Spell (is by default) because this will be and spell damage ability. Open Search: Areas + and add 2 new Areas: 1- Fraction: 1, Radius: 0.5, the rest as default. 2- Fraction: 0.5, Radius: 1, the rest as default. Click Ok. Search: Search Filters unmark Player and Ally, check to Required - [Ground] and check to Excluded - [Dead, Hidden, Invulnerable, Missile, Both Resources, Stasis]. Search: Excluded + add a new object of Target, because we don't want the damage to affect 2 times our target: one of the Impact Location of the missile itself and one of the Search: Area +. Effect: AI Notify Flags + check Hurt Enemy. Effect: Response Flags + check Adquire and Flee. And, finally, in Effect: Search Flags + check [Call For Help, Offset Area By Angle, Offset By Unit Radius] leaving Same Cliff Level checked. - Create a new effect. Name it Missile Barrage Missile. Click Sugest. Effect Type - Launch Missile. Parent - Default Effect (CEffectLaunchMissile). Editor Prefix and Editor Suffix as you like. Race - Terran. Click Ok. Set Effect: Ammo Unit to our Missile Barrage Projectile and Effect: Impact Effect to our Missile Barrage Damage. Set Target: Impact Range to 0,25 (this will make the damage effect when the missile is at 0.25 units from the target unit). - Create a new effect. Name it Missile Barrage Targets. Click Sugest. Effect Type - Search Area. Parent - Default Effect (CEffectEnumArea). Editor Prefix and Editor Suffix as you like. Race - Terran. Click Ok. Open Search: Areas + and add one: Arc - 180, Effect - Missile Barrage Missile, Radius - 10. Click Ok. Search: Search Filters unmark Player and Ally, check to Required - [Ground] and check to Excluded - [Dead, Hidden, Invulnerable, Missile, Both Resources, Stasis]. Set Target: Impact Location + and Target: Launch Location + to Caster Unit. Set Search: Maximun Count to 1. Mark in Search: Search Flags +Extend By Unit Radius, Offset Area By Angle. Open Target: Target Sorts + and a new Sort. Set it to TSRandom. Click Ok. - Create a new effect. Name it Missile Barrage Persistent. Click Sugest. Effect Type - CreatePersistent. Parent - Default Effect (CEffectCreatePersistent). Editor Prefix and Editor Suffix as you like. Race - Terran. Set Effect: Period Count to 20. Add a new entry in Effect: Period Durations. Set it to 0.1. Adda a new entry in Effect: Period Effect. Set it to our Missile Barrage Targets. Mark in Effect: Flags +Channeled. Set Target: Location + to Target Unit. We've ended with effects. - Go to Data - Buttons and add a new button. Name it Missile Barrage. Click Sugest. Editor Prefix and Editor Suffix as you like. Race - Terran. Click Ok. Set UI: Hotkey to I. Set UI: Alert Icon and UI: Icon to Assets/Textures/btn-weapon-terran-hailstormmissiles.dds. Set UI: Tooltip to Fires missiles to random nearby ground enemies.UI: Alert Tooltip might be set by default as your UI: Tooltip, if not, copy/paste your UI: Tooltip into your UI: Alert Tooltip. - Go to Data- Abilities and add a new ability. Name it Missile Barrage. Click Sugest. Set Ability Type to Effect - Instant. Parent - Default Ability (CAbilEffectInstant). Editor Prefix and Editor Suffix as you like. Race - Terran. Click Ok. Opens Ability: Commands + and set the Default Button for Execute to our Missile Barrage. Click Ok. Check Ability: Uninterrupible + to mach [Cast, Channel, Finish, Prepare]. Click Ok. Add a new entro for Ability: Cost and set Cooldown: Time Use to 60, we don't want an OP ability. Set Effect: Effect + to our Missile Barrage Persistent. Add a new entry for Stats: Prepare Time + and set the value to 3. Now we have enerything to have the ability (excluding visuals: actors, sounds) except the mover. - Go to Data - Movers and adda a new mover. Name it Missile Barrage Mover. Click Sugest. Set Mover Type to Missile. Parent - CMoverMissile. Editor Prefix and Editor Suffix as you like. Click Ok. Now go here to check which kind of mover you want Movers, I'll chose the Parabolic Arc (Dynamic) mover type for my missile (thanks to ProzaicMuze by his tutorial about Movers). Set your mover as you like, but I recomend "pasting" one of the page mentioned above. Give your mover to our Missile Barrage ProjectileMovement: Movers + field. - Now let's finish the tutorial by adding our ability its visuals: actors and sounds. Add a new actor. Name it Missile Barrage Missile. Click Sugest. Actor Type - Action. Parent - GenericAttackMissile. Editor Prefix and Editor Suffix as you like. Doodad Type - Not Doodad. Click Ok. Set the Unit Name token to our Missile Barrage Projectile. Set Art: Model to Thor AA Weapon. Add a a new actor. Name it Missile Barrage Prepare Sound. Click Sugest. Actor Type - Sound. Parent - SoundOneShot. Editor Prefix and Editor Suffix as you like. Doodad Type - Not Doodad. Click Ok. Set Actor: Sound to Battlecruiser_YamatoAttackChargeUp. Open Events: Events + and add a new event. Set Msg Type to Ability, Source Name to our Missile Barrage ability, Sub Name - Source Prepare Start. Chance the Action under the event to Create. Copy/Paste our new event and just change *Sub Name to Source Prepare Stop and the action to Destroy. Click Ok. Add a new actor. Name it Missile Barrage Action. Click Sugest. Actor Type - Action. Parent - GenericAttack. Editor Prefix and Editor Suffix as you like. Doodad Type - Not Doodad. Click Ok. In token, Set Launch Effect to our Missile Barrage Missile and Impact Effect to our Missile Barrage Damage. Set Art: Missile to our Missile Barrage Missile (is in Type - Actor).Open Combat: Impact Map and in None set Model - Thor AA Attack Impact and *Sound - Thor_AntiAirAttackImpact. Set Combat: Impact Site Ops to only one entry (erase one of those 2) and set it to SOpAttachCenter. Open Combat: Launch Assets and set Sound - Thor_AntiAirAttackLaunch. Open Combat: Launch Attachment Query + and in Methods add AMFilterWeaponSetA1, AMRandomUniform. This actor is optional but will add some more visuals to our ability. Add a new actor. Name it Missile Barrage Target UI. Click Sugest. Actor Type - Model. Parent - ModelAnimationStyleOneShot. Editor Prefix and Editor Suffix as you like. Doodad Type - Not Doodad. Click Ok. Set Art: Model to Laser Drill Targeting UI. Open Events: Events + and add a new event. Set Msg Type to Effect, Source Name to our Missile Barrage Missile, Sub Name - Impact. Chance the Action under the event to Create. Add a new entry for Hosting: Host Site Operations to SOpTargetPoint. We're done just add your new ability to your unit and it's finished. Use your imagination to create new abilities like this one :) Feel free to use the attached finished map.
Hey guys, I'm making this little tutorial because I want to share my little knowledge of the editor with all of you.
I'll be showing you how to make a random multi-target.
I'll be making a similar ability to the Archangel - Fire Missile from the HotS campaign.
- First of all is selecting the unit we will be giving our custom ability: in my case I'll give it to the Viking (Assasult Mode). You can give it to whatever unit you want, but I select the Viking (Assault Mode) because of the missile barrels it's got on his shoulders, a perfect place to create the Launch AttachmentQuery Action.
- Now create our projectile in the Data - Unit. Name it Missile Barrage Projectile. Click Sugest. Parent - Default Setting (Projectile). Editor Prefix and Editor Suffix as you like. Object Family - Melee. Race - Terran. Object Type - Projectile. Click Ok. We'll set the Movement: Mover field later.
- Go to Data- Effects and create a new effecft. Name it Missile Barrage Damage. Click Sugest. Effect Type - Damage. Parent - CEffectDamage (the default one, I have never really understand for what is parent haha). Editor Prefix and Editor Suffix as you like. Race - Terran. Click Ok. Set Combat: Amount to 10. Set Combat: Death to Blast. This really doesn't mind but is for giving the effect a cool death effect. Set Effect: Flags + to Notification. We'll be setting Combat: Splash Kind and Effect: Kind to Spell (is by default) because this will be and spell damage ability. Open Search: Areas + and add 2 new Areas: 1- Fraction: 1, Radius: 0.5, the rest as default. 2- Fraction: 0.5, Radius: 1, the rest as default. Click Ok. Search: Search Filters unmark Player and Ally, check to Required - [Ground] and check to Excluded - [Dead, Hidden, Invulnerable, Missile, Both Resources, Stasis]. Search: Excluded + add a new object of Target, because we don't want the damage to affect 2 times our target: one of the Impact Location of the missile itself and one of the Search: Area +. Effect: AI Notify Flags + check Hurt Enemy. Effect: Response Flags + check Adquire and Flee. And, finally, in Effect: Search Flags + check [Call For Help, Offset Area By Angle, Offset By Unit Radius] leaving Same Cliff Level checked.
- Create a new effect. Name it Missile Barrage Missile. Click Sugest. Effect Type - Launch Missile. Parent - Default Effect (CEffectLaunchMissile). Editor Prefix and Editor Suffix as you like. Race - Terran. Click Ok. Set Effect: Ammo Unit to our Missile Barrage Projectile and Effect: Impact Effect to our Missile Barrage Damage. Set Target: Impact Range to 0,25 (this will make the damage effect when the missile is at 0.25 units from the target unit).
- Create a new effect. Name it Missile Barrage Targets. Click Sugest. Effect Type - Search Area. Parent - Default Effect (CEffectEnumArea). Editor Prefix and Editor Suffix as you like. Race - Terran. Click Ok. Open Search: Areas + and add one: Arc - 180, Effect - Missile Barrage Missile, Radius - 10. Click Ok. Search: Search Filters unmark Player and Ally, check to Required - [Ground] and check to Excluded - [Dead, Hidden, Invulnerable, Missile, Both Resources, Stasis]. Set Target: Impact Location + and Target: Launch Location + to Caster Unit. Set Search: Maximun Count to 1. Mark in Search: Search Flags + Extend By Unit Radius, Offset Area By Angle. Open Target: Target Sorts + and a new Sort. Set it to TSRandom. Click Ok.
- Create a new effect. Name it Missile Barrage Persistent. Click Sugest. Effect Type - CreatePersistent. Parent - Default Effect (CEffectCreatePersistent). Editor Prefix and Editor Suffix as you like. Race - Terran. Set Effect: Period Count to 20. Add a new entry in Effect: Period Durations. Set it to 0.1. Adda a new entry in Effect: Period Effect. Set it to our Missile Barrage Targets. Mark in Effect: Flags + Channeled. Set Target: Location + to Target Unit. We've ended with effects.
- Go to Data - Buttons and add a new button. Name it Missile Barrage. Click Sugest. Editor Prefix and Editor Suffix as you like. Race - Terran. Click Ok. Set UI: Hotkey to I. Set UI: Alert Icon and UI: Icon to Assets/Textures/btn-weapon-terran-hailstormmissiles.dds. Set UI: Tooltip to Fires missiles to random nearby ground enemies. UI: Alert Tooltip might be set by default as your UI: Tooltip, if not, copy/paste your UI: Tooltip into your UI: Alert Tooltip.
- Go to Data- Abilities and add a new ability. Name it Missile Barrage. Click Sugest. Set Ability Type to Effect - Instant. Parent - Default Ability (CAbilEffectInstant). Editor Prefix and Editor Suffix as you like. Race - Terran. Click Ok. Opens Ability: Commands + and set the Default Button for Execute to our Missile Barrage. Click Ok. Check Ability: Uninterrupible + to mach [Cast, Channel, Finish, Prepare]. Click Ok. Add a new entro for Ability: Cost and set Cooldown: Time Use to 60, we don't want an OP ability. Set Effect: Effect + to our Missile Barrage Persistent. Add a new entry for Stats: Prepare Time + and set the value to 3. Now we have enerything to have the ability (excluding visuals: actors, sounds) except the mover.
- Go to Data - Movers and adda a new mover. Name it Missile Barrage Mover. Click Sugest. Set Mover Type to Missile. Parent - CMoverMissile. Editor Prefix and Editor Suffix as you like. Click Ok. Now go here to check which kind of mover you want Movers, I'll chose the Parabolic Arc (Dynamic) mover type for my missile (thanks to ProzaicMuze by his tutorial about Movers). Set your mover as you like, but I recomend "pasting" one of the page mentioned above. Give your mover to our Missile Barrage Projectile Movement: Movers + field.
- Now let's finish the tutorial by adding our ability its visuals: actors and sounds. Add a new actor. Name it Missile Barrage Missile. Click Sugest. Actor Type - Action. Parent - GenericAttackMissile. Editor Prefix and Editor Suffix as you like. Doodad Type - Not Doodad. Click Ok. Set the Unit Name token to our Missile Barrage Projectile. Set Art: Model to Thor AA Weapon. Add a a new actor. Name it Missile Barrage Prepare Sound. Click Sugest. Actor Type - Sound. Parent - SoundOneShot. Editor Prefix and Editor Suffix as you like. Doodad Type - Not Doodad. Click Ok. Set Actor: Sound to Battlecruiser_YamatoAttackChargeUp. Open Events: Events + and add a new event. Set Msg Type to Ability, Source Name to our Missile Barrage ability, Sub Name - Source Prepare Start. Chance the Action under the event to Create. Copy/Paste our new event and just change *Sub Name to Source Prepare Stop and the action to Destroy. Click Ok. Add a new actor. Name it Missile Barrage Action. Click Sugest. Actor Type - Action. Parent - GenericAttack. Editor Prefix and Editor Suffix as you like. Doodad Type - Not Doodad. Click Ok. In token, Set Launch Effect to our Missile Barrage Missile and Impact Effect to our Missile Barrage Damage. Set Art: Missile to our Missile Barrage Missile (is in Type - Actor).Open Combat: Impact Map and in None set Model - Thor AA Attack Impact and *Sound - Thor_AntiAirAttackImpact. Set Combat: Impact Site Ops to only one entry (erase one of those 2) and set it to SOpAttachCenter. Open Combat: Launch Assets and set Sound - Thor_AntiAirAttackLaunch. Open Combat: Launch Attachment Query + and in Methods add AMFilterWeaponSetA1, AMRandomUniform. This actor is optional but will add some more visuals to our ability. Add a new actor. Name it Missile Barrage Target UI. Click Sugest. Actor Type - Model. Parent - ModelAnimationStyleOneShot. Editor Prefix and Editor Suffix as you like. Doodad Type - Not Doodad. Click Ok. Set Art: Model to Laser Drill Targeting UI. Open Events: Events + and add a new event. Set Msg Type to Effect, Source Name to our Missile Barrage Missile, Sub Name - Impact. Chance the Action under the event to Create. Add a new entry for Hosting: Host Site Operations to SOpTargetPoint. We're done just add your new ability to your unit and it's finished. Use your imagination to create new abilities like this one :)
Feel free to use the attached finished map.