Psionic Surge: Fires 5 bolts of psionic energy. The first one always hits the intended attack target, but the others prefer targeting other units. If there are less than 5 enemies in range the bolts will spread evenly across the available targets. The bolts also prefer targets with energy.
I also included a custom upgrade, "Psionic Siphon", which makes each shot burn 5 energy of the target (without dealing additional damage)
I made the weapon always prefer targets with high energy, but you can try making it only do so once the upgrade is researched.
The weapon uses the unused Mothership Missile models and sounds.
Correction of my first post: What I described works for stock units, but it requires the target to be regenerating energy continuously. For example this won't work against stock Protoss units' shields unless they're out of combat.
Make the Behavior periodically trigger a Modify Unit effect, which then reduces energy, if you have any units that have an "after combat delay" on energy regeneration or if you want to use this on Protoss shields.
Instead of a buff use an autocasted ability of type Effect-Instant to cast the Issue Order effect, and add a Validator to only autocast when...
For only 1 unit type you can make a "Not Training X" Validator (type is "order queue" or something, base it of CasterNotHoldingPosition); for multiple units either make a list of these and use a Combine Validator, or find a better way of doing it.
Are you trying to make a blast erupt between you and the target, hitting both of them with a projectile?
This is done via creating the launch point (via a persistent effect with a Y offset, for example), then having 2 launch missile effects start from the Target Point of that effect, one hitting the target and one for the caster. Depending on the exact setup of your ability/weapon you might need a Validator or another dummy persistent to "mark" the target for the missile launch. It's mostly a matter of finding the correct Location setup for your effects.
Or are you trying to create a chain effect, where a projectile launches (from between you? from the target?), hits the caster, then another projectile flies from the caster to the target?
For that have the first missile effect go from Target Unit (/Point?) to Caster Unit (/Point?), then the second one go from Caster unit (/Point?) to the Source Unit of the first missile effect. Again it's mostly a matter of picking the correct Location reference.
"Caster" is the original creator of the effect chain, i.e. the caster of the ability, the one who fired the weapon or the host of the initial behavior. "Source" is the launch location of either the specified object or the one that created the current effect, if no effect is specified. "Target" is the target/impact location of an object, and follows the same rules as "Source". I don't know what "Outer" and "Origin" do, but you don't really need them most of the time.
If you use only -Unit locations the point will travel with the unit, and the effect will fail if there isn't one or the unit dies. -Unit/Point will work like Unit but remains at the site of death if the unit dies (I don't know its full functionality, but this is what you should use to target units if the effect shouldn't completely fail upon death) Finally -Point remains fixed once a point is selected. This will cause missiles to hit the ground if the target unit moves.
It won't be easy, if at all possible. I would guess you can change some references via UI data. I haven't actually tried yet, maybe search this forum on where to find the base UI defining files. (I didn't find it in the base Game UI Data or base Game Data)
The alert sounds would have to be replaced with custom files though. and you'd have to edit all energy-related error messages (if that's possible)
If you simply want to call it "Mana" it won't be worth the effort.
Completely off-topic: Google "Large Hardon Collider" and see how many reputable news sources made that typo.
Off-topic: What do you mean? I know what the LHC is.
Did the news actually call the LHC "small hadron collider" or something?
On-topic: I think a truly circular trajectory is only possible by limiting the turn rate of the missile so that if it flies with said turn rate it will barely hit the target location. To get any symmetrical trajectory you have to time the blend/stop of the motion phase perfectly, and it only works for a set target distance. A slightly asymmetric curve should be very easy though, as that would be the Phoenix/Scout Mover with a greater initial velocity and a longer blending phase.
All versions of Blink are broken. The "launch" model is created at the target location but still inherits the rotation of the caster.
Try adding a dummy persistent effect which executes at "Source Point" (with the teleport effect as its initial action), and have the launch model call that effect and not the actual teleport.
I personally believe, as I have stated in the other topic, that the unit teleports before the actor can grab the Source reference.
Have the Missile effect target the Target Point of another effect (when selecting the target location, you usually leave the top field as Nothing, that allows you to specify an effect)
Create a dummy Persistent effect for that. You can specify several different offsets here, but I don't know which one you have to use. So just make them all the same. If that doesn't work create another dummy (type doesn't really matter) targeting a point, and have the persistent create that effect. Both effects must be created before the missile launches for it to work.
Use the Persistent or the following dummy as the impact location of the missile. To test offsets I suggest you use an "impact model" actor which creates a large explosion, and specify its location via Event+: Effect.Whatever.Start->At [insert location you want to check here]->Create
Set the location of the Persistent to Caster. Caster Unit moves and rotates with the caster afaik, while Caster Point remains at the location it was initially placed.
Slightly off-topic: Have you played Storm of the Imperial Sanctum? There's an item in that game (Small Hadron Collider) that does exactly what you want. Maybe you can ask the creator how he did it.
You have to make 2 movers (and 2 missiles for that matter)
Copy from the Phoenix/Scout, they already do this except the launch angle is smaller. (as Vexal said you need a throw Vector of x=+/-1; y=z=0)
Also note that the Outro field operates by time and not distance. The "blend" field specifies when that motion phase will start "fading" (you can set a "blend type" further down); the "stop" field, when expired, will treminate that movement phase immediately (which generally looks really weird without previous blending)
The "height" part of the Outro field will be useless to you unless you launch the missiles skyward.
In general, just try with different missile initial/max speeds, accelerations, blend and stop times etc.
The way you describe the movement you don't want the missiles to home in on a target unit? If that's correct you must set the impact location of the missiles effect to "Target Point".
The sizes are hardcoded as different animations in the model. All are named "Attack [Variant name]" except the default "Attack" animation. Sizes are:
GLStand=02<regular<03=04<05<<06
Variant 06 is the final stage and looks more "epic" than the others, in addition to being the width of a Marine it has an added white "core glow"+outward gradient (well, we all know what a charged VR looks like ;) )
Multiplayer uses Variants 02 and 06, while the campaign still includes 04 as the second charge level.
Interestingly enough the impact "splashes" don't increase in size despite being part of the beam model.
Copy the Ghost's Hold Fire ability, but use the "behavior" ability type. The actual effect is created by a flag in the behavior under Modification+ Behavior Status, check "Passive".
The first Behavior created by the Ghost's ability wears off after 0.07 seconds though, so you have to change that for the ability's on/off switch to work.
Is there a list of core game files apart from the "game data" type? There might be a global limit or something.
Try setting the range to 20 or so, that might override the default.
Maybe try checking/unchecking the flags on the effect? One is called "placement" after all.
Other random stuff: try the effect with air units, and try lifting off the CC (in WC3 units would stack at the center of the spawner when the range limit was reached)
There are flags for disabling regeneration in the Modification+ field, under Behavior (there's 3 different ones for the 3 types of vitals)
The stacking issue might be because of the field "maximum number of stacks per caster", the default is 0, which might translate to "1 stack only".
If multiple Hydralisks still only cause 1 stack (and not 1+ each), check the max stack count again, as well as the buff duration and all Validators involved (especially the Deactivate and Remove fields of the buff, and No Markers or similar ones that might prevent the effect from applying another buff in the first place)
0
Psionic Surge: Fires 5 bolts of psionic energy. The first one always hits the intended attack target, but the others prefer targeting other units. If there are less than 5 enemies in range the bolts will spread evenly across the available targets. The bolts also prefer targets with energy.
I also included a custom upgrade, "Psionic Siphon", which makes each shot burn 5 energy of the target (without dealing additional damage)
I made the weapon always prefer targets with high energy, but you can try making it only do so once the upgrade is researched.
The weapon uses the unused Mothership Missile models and sounds.
0
Correction of my first post: What I described works for stock units, but it requires the target to be regenerating energy continuously. For example this won't work against stock Protoss units' shields unless they're out of combat.
Make the Behavior periodically trigger a Modify Unit effect, which then reduces energy, if you have any units that have an "after combat delay" on energy regeneration or if you want to use this on Protoss shields.
0
Instead of a buff use an autocasted ability of type Effect-Instant to cast the Issue Order effect, and add a Validator to only autocast when...
For only 1 unit type you can make a "Not Training X" Validator (type is "order queue" or something, base it of CasterNotHoldingPosition); for multiple units either make a list of these and use a Combine Validator, or find a better way of doing it.
0
Are you trying to make a blast erupt between you and the target, hitting both of them with a projectile?
This is done via creating the launch point (via a persistent effect with a Y offset, for example), then having 2 launch missile effects start from the Target Point of that effect, one hitting the target and one for the caster. Depending on the exact setup of your ability/weapon you might need a Validator or another dummy persistent to "mark" the target for the missile launch. It's mostly a matter of finding the correct Location setup for your effects.
Or are you trying to create a chain effect, where a projectile launches (from between you? from the target?), hits the caster, then another projectile flies from the caster to the target?
For that have the first missile effect go from Target Unit (/Point?) to Caster Unit (/Point?), then the second one go from Caster unit (/Point?) to the Source Unit of the first missile effect. Again it's mostly a matter of picking the correct Location reference.
"Caster" is the original creator of the effect chain, i.e. the caster of the ability, the one who fired the weapon or the host of the initial behavior. "Source" is the launch location of either the specified object or the one that created the current effect, if no effect is specified. "Target" is the target/impact location of an object, and follows the same rules as "Source". I don't know what "Outer" and "Origin" do, but you don't really need them most of the time.
If you use only -Unit locations the point will travel with the unit, and the effect will fail if there isn't one or the unit dies. -Unit/Point will work like Unit but remains at the site of death if the unit dies (I don't know its full functionality, but this is what you should use to target units if the effect shouldn't completely fail upon death) Finally -Point remains fixed once a point is selected. This will cause missiles to hit the ground if the target unit moves.
0
It won't be easy, if at all possible. I would guess you can change some references via UI data. I haven't actually tried yet, maybe search this forum on where to find the base UI defining files. (I didn't find it in the base Game UI Data or base Game Data)
The alert sounds would have to be replaced with custom files though. and you'd have to edit all energy-related error messages (if that's possible)
If you simply want to call it "Mana" it won't be worth the effort.
0
Buff: Modification+:/Unit: Energy Regeneration Rate: -1
Validator (Deactivate): Target Not Stationary
Validator (Target Not Stationary): Copy "Caster Is Stationary", replace Caster with Target and Equals with Not Equals
0
Off-topic: What do you mean? I know what the LHC is.
Did the news actually call the LHC "small hadron collider" or something?
On-topic: I think a truly circular trajectory is only possible by limiting the turn rate of the missile so that if it flies with said turn rate it will barely hit the target location. To get any symmetrical trajectory you have to time the blend/stop of the motion phase perfectly, and it only works for a set target distance. A slightly asymmetric curve should be very easy though, as that would be the Phoenix/Scout Mover with a greater initial velocity and a longer blending phase.
0
Already known and reported to Blizzard.
All versions of Blink are broken. The "launch" model is created at the target location but still inherits the rotation of the caster.
Try adding a dummy persistent effect which executes at "Source Point" (with the teleport effect as its initial action), and have the launch model call that effect and not the actual teleport.
I personally believe, as I have stated in the other topic, that the unit teleports before the actor can grab the Source reference.
0
Have the Missile effect target the Target Point of another effect (when selecting the target location, you usually leave the top field as Nothing, that allows you to specify an effect)
Create a dummy Persistent effect for that. You can specify several different offsets here, but I don't know which one you have to use. So just make them all the same. If that doesn't work create another dummy (type doesn't really matter) targeting a point, and have the persistent create that effect. Both effects must be created before the missile launches for it to work.
Use the Persistent or the following dummy as the impact location of the missile. To test offsets I suggest you use an "impact model" actor which creates a large explosion, and specify its location via Event+: Effect.Whatever.Start->At [insert location you want to check here]->Create
Set the location of the Persistent to Caster. Caster Unit moves and rotates with the caster afaik, while Caster Point remains at the location it was initially placed.
Slightly off-topic: Have you played Storm of the Imperial Sanctum? There's an item in that game (Small Hadron Collider) that does exactly what you want. Maybe you can ask the creator how he did it.
0
You have to make 2 movers (and 2 missiles for that matter)
Copy from the Phoenix/Scout, they already do this except the launch angle is smaller. (as Vexal said you need a throw Vector of x=+/-1; y=z=0)
Also note that the Outro field operates by time and not distance. The "blend" field specifies when that motion phase will start "fading" (you can set a "blend type" further down); the "stop" field, when expired, will treminate that movement phase immediately (which generally looks really weird without previous blending)
The "height" part of the Outro field will be useless to you unless you launch the missiles skyward.
In general, just try with different missile initial/max speeds, accelerations, blend and stop times etc.
The way you describe the movement you don't want the missiles to home in on a target unit? If that's correct you must set the impact location of the missiles effect to "Target Point".
0
The sizes are hardcoded as different animations in the model. All are named "Attack [Variant name]" except the default "Attack" animation. Sizes are:
GLStand=02<regular<03=04<05<<06
Variant 06 is the final stage and looks more "epic" than the others, in addition to being the width of a Marine it has an added white "core glow"+outward gradient (well, we all know what a charged VR looks like ;) )
Multiplayer uses Variants 02 and 06, while the campaign still includes 04 as the second charge level.
Interestingly enough the impact "splashes" don't increase in size despite being part of the beam model.
0
Copy the Ghost's Hold Fire ability, but use the "behavior" ability type. The actual effect is created by a flag in the behavior under Modification+ Behavior Status, check "Passive".
The first Behavior created by the Ghost's ability wears off after 0.07 seconds though, so you have to change that for the ability's on/off switch to work.
0
Is there a list of core game files apart from the "game data" type? There might be a global limit or something.
Try setting the range to 20 or so, that might override the default.
Maybe try checking/unchecking the flags on the effect? One is called "placement" after all.
Other random stuff: try the effect with air units, and try lifting off the CC (in WC3 units would stack at the center of the spawner when the range limit was reached)
0
You're using a "create unit" effect to spawn the Marines, right? What did you set as maximum spawn range for the effect?
Ability - Train defaults to a placement range of 2, so if there's no room within 2 range of the training building the unit won't be spawned.
0
There are flags for disabling regeneration in the Modification+ field, under Behavior (there's 3 different ones for the 3 types of vitals)
The stacking issue might be because of the field "maximum number of stacks per caster", the default is 0, which might translate to "1 stack only".
If multiple Hydralisks still only cause 1 stack (and not 1+ each), check the max stack count again, as well as the buff duration and all Validators involved (especially the Deactivate and Remove fields of the buff, and No Markers or similar ones that might prevent the effect from applying another buff in the first place)