You don't really need a tutorial, just open the editor, select the ghost, find it's actor, and look at the Events + field. Scroll down/up until you find Abil.Emp.S
basics are something like this...
Ability.X.SourceCastStart
Animation Play Spell,C
or
Effect.X.Start
Animation Play Spell,B
or
Behavior.X.On
Anim Play Spell,A
and you might even need stuff like
Whatever.X.Off/SourceCastFinish
AnimClear Spell,A
There are flags like 'Play Forever' which plays the animation once, but forever... like the Nuke ability casts the nuke, plays the required animation at the start of the nuke (leans down and aims) then Play Forever on the next animation (will remain in this 'continuous aim' position as long as required) and then plays the end animation where he stops aiming and stands up.
'Loop' will play the animation over and over until you clear that specific animation.
'Full Match'... dunno. Seems to only be used on UnitConstruction.
When I test this in game, the target receives the Target damage and the Area damage... it takes 220 damage...WTF?? And 3 of his friends take 110 damage(works fine) but then again, if I have a max of 3 targets, shouldn't it only deal 440 damage total (110 target +110x3), not 550 total (110 target + 330 other targets + 110 target)? Shouldn't target count as 1 from this max 3 target?? basically If I exclude target from the Area Damage's Search, shouldn't it NOT hit him??
I still can't get it to not double-hit the target, and I double checked with the Siege Tank because that's how I remember it being done, and same thing... exclude Target in the Area Damage effect... I'm at a loss.
I tried setting the Target Damage effect to 55 damage and the base target would receive 165 damage, so it's DEFINITELY the Area Damage effect hitting the original target for some reason....
EDIT: decided to test this VS a thor (400 health) and I end up doing 330 damage to the thor... Grrr. I don't want to resort to using dummy buffs and stuff...
The average rate is 140$ an hour. But since both my sisters and one brother in law all get tattooed by the same guy, I basically got a discount rate of 100$ an hour.
Not bad! That included the vitamin A&E , and Tattoo Goo aftercare products.
Ya, alcohol can numb the senses, but seriously it wasn't that bad for pain and I almost fell asleep at one point. :P
Quite simple to setup! Your Validator idea is the exact same way blizzard did it. No shields at all on tosh, just modify unit effect set shield to 1 fraction, the behavior gives the unit 300 shield, no shield validator on the behavior. Perfect!
Not quite. Your method only prevents multiple missiles AFTER the behavior is on... and then once it's on... no cannons at all can target that unit...
He's looking for a method of having cannons spread out all their shots, not all target 1 or 2 units, and have 50 of them waste their shots on a target when it might only take 3 to kill a unit...
The only idea I have, and I don't know if this would work, is to have your cannons have a behavior on them at all times, that has a Search Effect in the Periodic Effect field that searches every X seconds for targets(make it 0.5? seconds faster than your cannon weapon), on target find, launches a no-damage, invisible missile, that on impact, used a Link/Match ID or whatever it's called. I'm not sure if that's how it's supposed to work, but I think Link/Match ID would allow only 1 unit to target another unit...
Oh ya... have this Search NOT require Visibility of the unit... that way it can tag a unit ahead of time... and then once the vision is given... WIN? :P
How would I go about making my behavior last 30 seconds max OR able to absorb a total of 525 damage? Whichever happens first, removes the behavior.
I tried a bunch of stuff and I don't think I'm doing a good job, haha. I've been playing around in the Combat Response + field, but it seems... unattainable? LOL. This is the first time I delve into Combat Response +.
Other than that, abilities are coming alot great, along with the requirements and validators. I'll worry about the visuals/sounds once I get the abilities working fully.
EDIT: was thinking... am I better off setting starting shields to 0, max shields to 525, shield regen to 0, and when the buff is applied, initially modify unit's shields to 525... periodic effect, search for self, validator shields = 0, remove behavior? It seems kinda hacky... but would likely work. Any input into a Combat Response + method would be appreciated first and foremost, obviously!
Like I said, I am working on Warlock/Spells, since Warlock was by far my fave class to play back in Classic WoW.
Classic WoW Spell List
Summon Voidwalker (Summons a voidwalker, duh... 10 second channeled cast)
Sacrifice (Don't remember what this one was called and can't seem to find it online anywhere, but you could instantly sacrifice your current summoned demon-pet to get a bonus, and in the case of the Voidwalker, you get a protective bubble-shield that absorbs all damage, instant cast)
Fel Domination (Next summoned demon-pet summonable at near instant speed at 10% mana cost, 2 minute cooldown)
Hellfire (channeled spell that deals X damage per second to caster and all surrounding enemies in the area of effect, 15 second duration, channeled)
BC/WotLK/Cataclysm Spell List
Metamorphosis (allows the Warlock to transform into a Demon for 30 seconds(1 minute in my map), increases armor by 600% and I'll see about increasing all damage by 20%, 3minute cooldown)
Demon-Only Spell List (No Mana costs)
Challenging Howl (Taunt all surrounding enemies into attacking you, instant, 15 second cooldown)
Demon Charge (Charge into an enemy, stunning it for 3 seconds, instant, 45 second cooldown)
Immolation Aura (Ignite the area around the caster, causing damage to enemies every second, instant, 15 second duration, 30 second cooldown)
the Aura version of Hellfire
Shadow Cleave (Inflicts damage to target and 3 nearby allies in a forward arc, 6 second cooldown)
Here's the combo I used to do when power-leveling...
Have my Voidwalker already summoned, send him in to get some aggro.
Run in, Sacrifice the Voidwalker, then cast Fel Domination and then Hellfire in rapid succession...
The "Sacrificed" Voidwalker's bubble-shield absorbs all damage from the entire mob + hellfire, you are basically immune.
When the Shield dies out, instant summon the Voidwalker, re-sacrifice and then Hellfire once again.
Nope, just made a map real quick, with text commands to spawn zerglings, I had a ghost with infinite nukes and I got up to 20k kills no problems, no rank problems or nothing. Though I would kill 30, then 70, then 400, then 1500, then 2000 zerglings at a time up till 20k kills. No problems.
I just tried something on an old map, 10 ranks total, every 10 kills would change the rank. The ranks progressed properly to the very end without a hitch, multiple times.
Not everyone can find solutions to problems like this. You should always post how you fixed your problem for future reference... if I was new and looking up this same problem, and did a search and saw a post titled [Solved] I'd be excited, and then go WTF? when there was no solution within the post.
Sure, of course it would be easier if it was a morph... and that's the point. No one has done much work with Actor Events and Portraits, you know? I kinda want to figure that crap out :P
0
@cinicraft: Go
You don't really need a tutorial, just open the editor, select the ghost, find it's actor, and look at the Events + field. Scroll down/up until you find Abil.Emp.S basics are something like this...
or
or
and you might even need stuff like
There are flags like 'Play Forever' which plays the animation once, but forever... like the Nuke ability casts the nuke, plays the required animation at the start of the nuke (leans down and aims) then Play Forever on the next animation (will remain in this 'continuous aim' position as long as required) and then plays the end animation where he stops aiming and stands up.
'Loop' will play the animation over and over until you clear that specific animation.
'Full Match'... dunno. Seems to only be used on UnitConstruction.
0
@Southpaw444: Go
This is real simple, and for some reason, evading me!!
I'm currently finishing up the last few spells, and Shadow Cleave is one of them...
My ability's effect is Cleave (Set) which has 2 damage effects, (Target) and (Area).
Here is Shadow Cleave (Area Damage) damage effect...
Demon Form - Shadow Cleave (Area Damage)
Combat - Amount 110
Search - Area + (135):(3):(3):(0):(0):(1):((None)) - 135arc, 3radius, 3max, 1fraction
Search - Exclude + ((None)):(Target)
Search - Exclude + (Demon Form - Shadow Cleave (Target Damage)):(Target) tried this
Search - Exclude + (Demon Form - Shadow Cleave (Set)):(Target) tried this
Search - Maximum Count 3
Search - Search Filters Excluded: Self, Player, Ally, Neutral, Structure, Missile, Destructible, Item, Stasis, Dead, Hidden, Invulnerable
Search - Search Flags Same Cliff Level
Target - Impact Location + (None):Target Unit
Target - Impact Location + (None):Target Unit/Point DEFAULT: tried this
Target - Target Sorts + (TSRandom):3:1
When I test this in game, the target receives the Target damage and the Area damage... it takes 220 damage...WTF?? And 3 of his friends take 110 damage(works fine) but then again, if I have a max of 3 targets, shouldn't it only deal 440 damage total (110 target +110x3), not 550 total (110 target + 330 other targets + 110 target)? Shouldn't target count as 1 from this max 3 target?? basically If I exclude target from the Area Damage's Search, shouldn't it NOT hit him??
I still can't get it to not double-hit the target, and I double checked with the Siege Tank because that's how I remember it being done, and same thing... exclude Target in the Area Damage effect... I'm at a loss.
I tried setting the Target Damage effect to 55 damage and the base target would receive 165 damage, so it's DEFINITELY the Area Damage effect hitting the original target for some reason....
EDIT: decided to test this VS a thor (400 health) and I end up doing 330 damage to the thor... Grrr. I don't want to resort to using dummy buffs and stuff...
0
@Reaper872: Go
450$. Took 4h and 30minutes.
The average rate is 140$ an hour. But since both my sisters and one brother in law all get tattooed by the same guy, I basically got a discount rate of 100$ an hour.
Not bad! That included the vitamin A&E , and Tattoo Goo aftercare products.
Ya, alcohol can numb the senses, but seriously it wasn't that bad for pain and I almost fell asleep at one point. :P
0
@Lilianna: Go
OOoooh ya! Tosh gets that ability, thanks alot!
Quite simple to setup! Your Validator idea is the exact same way blizzard did it. No shields at all on tosh, just modify unit effect set shield to 1 fraction, the behavior gives the unit 300 shield, no shield validator on the behavior. Perfect!
Thanks Lilianna!
0
@b0ne123: Go
Not quite. Your method only prevents multiple missiles AFTER the behavior is on... and then once it's on... no cannons at all can target that unit...
He's looking for a method of having cannons spread out all their shots, not all target 1 or 2 units, and have 50 of them waste their shots on a target when it might only take 3 to kill a unit...
The only idea I have, and I don't know if this would work, is to have your cannons have a behavior on them at all times, that has a Search Effect in the Periodic Effect field that searches every X seconds for targets(make it 0.5? seconds faster than your cannon weapon), on target find, launches a no-damage, invisible missile, that on impact, used a Link/Match ID or whatever it's called. I'm not sure if that's how it's supposed to work, but I think Link/Match ID would allow only 1 unit to target another unit...
Oh ya... have this Search NOT require Visibility of the unit... that way it can tag a unit ahead of time... and then once the vision is given... WIN? :P
shrug
Bed time for me!
0
@Nahotnoj: Go
Good idea!
I originally read "with a Force Theme" and went "Star Wars? WTF?" HAHAHAHA!!
Looking forward to the Force WDE :P
0
How would I go about making my behavior last 30 seconds max OR able to absorb a total of 525 damage? Whichever happens first, removes the behavior.
I tried a bunch of stuff and I don't think I'm doing a good job, haha. I've been playing around in the Combat Response + field, but it seems... unattainable? LOL. This is the first time I delve into Combat Response +.
Other than that, abilities are coming alot great, along with the requirements and validators. I'll worry about the visuals/sounds once I get the abilities working fully.
EDIT: was thinking... am I better off setting starting shields to 0, max shields to 525, shield regen to 0, and when the buff is applied, initially modify unit's shields to 525... periodic effect, search for self, validator shields = 0, remove behavior? It seems kinda hacky... but would likely work. Any input into a Combat Response + method would be appreciated first and foremost, obviously!
Thanks!
0
@nevjmac: Go
I think he thinks that the validator will filter what targets it can affect... ?
0
@nevjmac: Go
Like I said, I am working on Warlock/Spells, since Warlock was by far my fave class to play back in Classic WoW.
Classic WoW Spell List
BC/WotLK/Cataclysm Spell List
Demon-Only Spell List (No Mana costs)
Here's the combo I used to do when power-leveling...
0
@OneTwoSC: Go
Perhaps its just one of those weird dumb bugs.
Maybe clear the entire Unit Kill Rank + field and re-input all the ranks?
0
@zeldarules28: Go
Nope, just made a map real quick, with text commands to spawn zerglings, I had a ghost with infinite nukes and I got up to 20k kills no problems, no rank problems or nothing. Though I would kill 30, then 70, then 400, then 1500, then 2000 zerglings at a time up till 20k kills. No problems.
0
@OneTwoSC: Go
Perhaps it has to do with the amount of kills?
I just tried something on an old map, 10 ranks total, every 10 kills would change the rank. The ranks progressed properly to the very end without a hitch, multiple times.
0
@Vexal: Go
Again, in the damage effect, I believe it's tied to Effect - Flags, make sure to check Notification.
0
@Sherlia: Go
Not everyone can find solutions to problems like this. You should always post how you fixed your problem for future reference... if I was new and looking up this same problem, and did a search and saw a post titled [Solved] I'd be excited, and then go WTF? when there was no solution within the post.
0
@nevjmac: Go
Sure, of course it would be easier if it was a morph... and that's the point. No one has done much work with Actor Events and Portraits, you know? I kinda want to figure that crap out :P