Haha alright, well I know exactly what I'll be doing for the next couple weeks. Thanks for your input - it was invaluable. As for the steep learning curve, I tend to be on that side, but hopefully I don't slip and fall flat on my face. Again, thank you.
My problem is the actors and effects of abilities... I'm sorry if it feels like I'm running you in a loop.
Here's a perfect example: I'm trying to get an ultimate ability of one of my heroes to drop an asteroid and cause AoE damage. I have absolutely no idea how to set up any of it. I would like my cursor to change to one of the AoE splats like the AoE spells already available in the game and then I would like an asteroid to drop on that location, say two seconds, after causing AoE damage of 150 in the target area with, say, four range. The damage would only affect ground units (heroes and normal) and not buildings.
When I tried to create this spell all I got was it killed everything in an indistinguishable range. There was no asteroid dropping (though I was sure I had the actor set up properly), the damage didn't work at all (it dealt a lot of damage to everything, instantly killing it) and none of the eye dazzling effects worked either.
Sorry again if this feels like I'm asking too much. If I could only get a template and and explaination of how these things worked I wouldn't have this problem. However, no one seems to have a video or anything available that teaches how to make these more complicated abilities (though I've seen plenty showing off some very impressive abilities). If you know how, would you mind giving me a step by step (as detailed as possible) tutorial of how to do this? Like I said, once I have a template and some experience I won't have this problem anymore.
If you do know how, thank you so much. If you don't, thank you anyways for everything you've offered thus far =)
Yes, exactly. Just my problem is that I don't understand exactly how to create a custom ability with actors and everything. Sure I can copy what's-his-face's video and create a stim with increasing duration... that's not difficult. Creating an actual firing ability and having it's effects and everything go off perfectly - well, that's out of my league right now and I don't think that it'll get any easier without someone to help me. It's a little disheartening to be honest.
This stuff is ridiculously complicated with the actors and ability bugs. I'm just going to hold off on the heroes until the very end. However, if any of you know how to do this and would like to help me, I would greatly appreciate it.
I'm using triggers for this whole mess. It's kind of confusing, but I've got most of it figured out. What I'd like to do is use other buildings that spawn the second, third, and fourth tier units to give each base a larger feel, while the outposts (weaker bases) are smaller. I'm kind of edging toward that to give real contrast to power.
My only concern right now (and I haven't tried doing this yet so I don't know how easy/hard it will be) is getting the advanced tier buildings to change control from uncontrolled to the owning player. Then I have to worry about the buildings changing back to uncontrolled if the base changes hands. And then I have to get those same buildings to again be changed to the new owning player. And if the base gets taken back by a previous owning (and upgraded) player, I need the tier able to be re-bought (this needs to be able to happen an infinite number of times).
After this all happens I need to learn how to make heroes respawnable, but that's not an issue I'll tackle until the very end. There are probably tutorials about that, I just haven't looked any of them up yet.
What I have are unit's spawning at a specific player owned building. That building changes player owner if it is destroyed (rather just really, really close to death) and restores to full health, now spawning units for the "capturing player." What I need to add a second, third, and fourth purchasable tier of units that will spawn on their own timer. Those units also need to stop spawning if the building changes hands and the ability to purchase that tier becomes available for the new capturing player.
Sorry if this sounds confusing. Thanks for any help.
I already did a search for this and didn't find anything (maybe I wasn't looking hard enough?) and I'll defininately check out that template. Thanks, I'll write back if I get this mess figured out.
Edit: I didn't find anything. Maybe I don't know what I'm looking for? Could you please post up a link or something so I know where to find this stuff?
I'm making a new map, roughly based upon wc3's Dark Alliance. Anyways I'm having huge issues with giving heroes abilities. I haven't been able to get started at all on the hero section (I'm about 25% completed as is, map is playable though its only tier 1 units spawning). I'm becoming very frustrated with the whole process.
First things first, I need to know how to make an ability like Raynor's Railgun except I need 3 levelable tiers of the ability. I already know how to give the hero the "Learn" ability and vetrancy so there's no problems there. My main concern is creating these abilities and actually getting my map fired up the way I want it to be.
0
Haha alright, well I know exactly what I'll be doing for the next couple weeks. Thanks for your input - it was invaluable. As for the steep learning curve, I tend to be on that side, but hopefully I don't slip and fall flat on my face. Again, thank you.
0
My problem is the actors and effects of abilities... I'm sorry if it feels like I'm running you in a loop.
Here's a perfect example: I'm trying to get an ultimate ability of one of my heroes to drop an asteroid and cause AoE damage. I have absolutely no idea how to set up any of it. I would like my cursor to change to one of the AoE splats like the AoE spells already available in the game and then I would like an asteroid to drop on that location, say two seconds, after causing AoE damage of 150 in the target area with, say, four range. The damage would only affect ground units (heroes and normal) and not buildings.
When I tried to create this spell all I got was it killed everything in an indistinguishable range. There was no asteroid dropping (though I was sure I had the actor set up properly), the damage didn't work at all (it dealt a lot of damage to everything, instantly killing it) and none of the eye dazzling effects worked either.
Sorry again if this feels like I'm asking too much. If I could only get a template and and explaination of how these things worked I wouldn't have this problem. However, no one seems to have a video or anything available that teaches how to make these more complicated abilities (though I've seen plenty showing off some very impressive abilities). If you know how, would you mind giving me a step by step (as detailed as possible) tutorial of how to do this? Like I said, once I have a template and some experience I won't have this problem anymore.
If you do know how, thank you so much. If you don't, thank you anyways for everything you've offered thus far =)
0
@Zurom: Go
Yes, exactly. Just my problem is that I don't understand exactly how to create a custom ability with actors and everything. Sure I can copy what's-his-face's video and create a stim with increasing duration... that's not difficult. Creating an actual firing ability and having it's effects and everything go off perfectly - well, that's out of my league right now and I don't think that it'll get any easier without someone to help me. It's a little disheartening to be honest.
0
This stuff is ridiculously complicated with the actors and ability bugs. I'm just going to hold off on the heroes until the very end. However, if any of you know how to do this and would like to help me, I would greatly appreciate it.
0
I'm using triggers for this whole mess. It's kind of confusing, but I've got most of it figured out. What I'd like to do is use other buildings that spawn the second, third, and fourth tier units to give each base a larger feel, while the outposts (weaker bases) are smaller. I'm kind of edging toward that to give real contrast to power.
My only concern right now (and I haven't tried doing this yet so I don't know how easy/hard it will be) is getting the advanced tier buildings to change control from uncontrolled to the owning player. Then I have to worry about the buildings changing back to uncontrolled if the base changes hands. And then I have to get those same buildings to again be changed to the new owning player. And if the base gets taken back by a previous owning (and upgraded) player, I need the tier able to be re-bought (this needs to be able to happen an infinite number of times).
After this all happens I need to learn how to make heroes respawnable, but that's not an issue I'll tackle until the very end. There are probably tutorials about that, I just haven't looked any of them up yet.
0
What I have are unit's spawning at a specific player owned building. That building changes player owner if it is destroyed (rather just really, really close to death) and restores to full health, now spawning units for the "capturing player." What I need to add a second, third, and fourth purchasable tier of units that will spawn on their own timer. Those units also need to stop spawning if the building changes hands and the ability to purchase that tier becomes available for the new capturing player.
Sorry if this sounds confusing. Thanks for any help.
0
I already did a search for this and didn't find anything (maybe I wasn't looking hard enough?) and I'll defininately check out that template. Thanks, I'll write back if I get this mess figured out.
Edit: I didn't find anything. Maybe I don't know what I'm looking for? Could you please post up a link or something so I know where to find this stuff?
0
I'm making a new map, roughly based upon wc3's Dark Alliance. Anyways I'm having huge issues with giving heroes abilities. I haven't been able to get started at all on the hero section (I'm about 25% completed as is, map is playable though its only tier 1 units spawning). I'm becoming very frustrated with the whole process.
First things first, I need to know how to make an ability like Raynor's Railgun except I need 3 levelable tiers of the ability. I already know how to give the hero the "Learn" ability and vetrancy so there's no problems there. My main concern is creating these abilities and actually getting my map fired up the way I want it to be.
Thx =)