13lade619
is now a game developer :)
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there is a range validator.. check that.
there is a range validator.. check that.
Play with Advice's testmapGot it. You use a Buff attached to the missile that has a Remove Validator and an Expire/Final Effect set to the detonation effect.
Map attached.
Perhaps a Buff attached to the missile that has a Remove Validator related to changing cliff level (I can't find one, haven't played around with validators much yet), with an Expire/Final Effect set to the Marauder Set? I'm trying this at the moment in the test map, but I'm stuck on the Validator part.
That map was of great help.
Combine that validator, with the custom projectile I've made in this map and I think we have a data editor that's completely replaces all the triggered projectile systems we had in Wc3.
That map was of great help.
Combine that validator, with the custom projectile I've made in this map and I think we have a data editor that's completely replaces all the triggered projectile systems we had in Wc3.
Wait, with your 'self destruction' effect you get the animation of the missile detonating?
If so, would you mind sharing how you achieved it?
the projectiles of the stalkers however explode at whatever unit they hit (it looks like they really hit the surface). Damn can someone plz link me to some actor events tutorial... I have no idea how editing this works but to me it seems like an extremely powerful part of the editor.
Yeah its very powerful.
The missile has a Set. Whenever it's about to "collide" it will run the Set of effects. The first of those effects is to deal AoE damage. It does AoE damage to nearby units, but the maximum count is 1, so only 1 unit will actually take damage from it. The second effect deals damage (10 000) in this case to the projectile itself, so essentailly it commits suicide.
I then created an actor with Event - On Terms
- UnitDeath.Weapon-Stalker
-> Create
This makes it so when the Unit Dies, of type Weapon-Stalker then create the actor which contains the model of an explosion.
Yeah its very powerful.
The missile has a Set. Whenever it's about to "collide" it will run the Set of effects. The first of those effects is to deal AoE damage. It does AoE damage to nearby units, but the maximum count is 1, so only 1 unit will actually take damage from it. The second effect deals damage (10 000) in this case to the projectile itself, so essentailly it commits suicide.
I then created an actor with Event - On Terms
- UnitDeath.Weapon-Stalker
-> Create
This makes it so when the Unit Dies, of type Weapon-Stalker then create the actor which contains the model of an explosion.
Great. I was actually just about to post this.
It's the final public version of a map I'm going to work on.
Move with WSAD, Left Click to attack, Right Click to use a special ability (for the Stalker hero it's Blink. It'll be different for the different units I plan on having).
Hopefully it can act as a reference for some people. You'll also notice that missiles can't go passed Trees either.
I accomplished this by a strange workaround, but making destructible rocks and reducing their scale to 0.01.
If anyone figures out how to hide a unit, please let me know!
Actually, I need to re-open this thread.
The problem now is, that the missiles are detonating when they are inside the cliff. Therefore, it's pretty hard to appreciate the explosion. The intended behaviour is for the missiles to actually explode on the very edge of the wall.
I'm attaching the map with what it has so far. I don't know how much more can we tweak these validators... is it perhaps too much for the data editor?
i notice the stalker only shoots in the direction you click
and not at the spot that you click. What determines that?
Maybe if we make the projectile spawn another, invisible, projectile in front of it that, when it gets inside the cliff, kills itself and the projectile that spawned it? Getting the projectile to be just in front of the other projectile would be the hard part, but a multi-stage mover could work (first stage significantly faster for the first few milliseconds, then switches to the same speed as the main projectile). The other problem would be removing the secondary projectile when the primary hits a unit.Yeah the validators only trigger at the centre of the cliff. Really don't think it's going to work, unless we find a "radius" where the actual around it'll check it larger than just a single point. Still don't really know what the Value field does in the validator.