| 04-17-2008, 02:10 PM | #1 |
If anyone has seen my last thread. They will know I am attempting to create a nuke ability. Anitarf's answer was a bit too complicated for me and I have simplified it down to 2 versions with problems in both of them.
UPDATE: Fireeye's Acid Bomb concept worked perfectly in the effect part, however, it still does not do the Flame Strike flaming pillar effect. I may have forgotten to mention this but the bolt type nuke, has the exact same problem with the bomb type with the addition of that AOE problem. Now what I need solved is the pillar of fire, which I believe to resemble a real nuke would:
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| 04-17-2008, 02:31 PM | #2 |
If you want a target spell which has a missile, deals AoE damage and additional damage over time or armor reduction, you can use Acid Bomb. About the upgraded Siege tank, you need to add the 'alternate' string in the 'Art - Required Animation names'. |
| 04-17-2008, 11:03 PM | #3 |
another one that stays in place, so they don't drag the radiation around with them, is fire strike. |
| 04-18-2008, 12:49 AM | #4 |
You can do the AoE damage through a really simple GUI trigger, I believe, if that's what you're basically looking for. (It's a hero ability im guessing, so you'd have to get the damage through a trigger as well if it's GUI. At least that's the only way I know how to. )I don't think you can modify firebolt to make an AoE, and I generally hate the 10,000 retarded extra things in Flame Strike. |
| 04-18-2008, 01:46 AM | #5 |
Yeah, this is pretty easy to trigger, just use the firebolt with 0 damage, then when it hits make a dummy unit flame strike or just use the deal AOE damage action. Have a look at the trigger editor, it should be pretty simple =P |
| 04-19-2008, 12:38 AM | #6 |
Fireeye's Acid Bomb concept worked perfectly in the effect part, however, it still does not do the Flame Strike flaming pillar effect. I may have forgotten to mention this but the bolt type nuke, has the exact same problem with the bomb type with the addition of that AOE problem. Now what I need solved is the pillar of fire, which I believe in order to resemble a real nuke would: * need to be really big or * it would need alot to cover a wide distance. Also, how do you make the target cursor use the AOE cursor. In a sense I mean the type used for Flamestrike, Blizzard, Force of Nature, ETC. |
| 04-19-2008, 12:53 AM | #7 |
For the nuke you could make a dummy unit spawn with the model of the sfx you want for the nuke sized up. I'm not sure if that's how you make big effects though, I've never tinkered in that area. If you want an AoE cursor, I've heard people suggest using Silence as a base skill. This gives you the AoE indicator, but im not sure if you can make any skill use an AoE indicator. (Doesn't Acid Bomb use an AoE indicator anyway? Or is this for a different spell?) Sorry if I'm not too helpful, jus' telling you what I know. |
| 04-19-2008, 01:21 AM | #8 |
That's okay. The closest thing I've managed to get to do the massive explosions is the Flamestrike version. If memory serves well, the only skills I remember that use the AOE cursor are :
I've tried using some of the art to create the explosions, the only thing I have succeeded is making the explosion effect occur on my units only. It doesn't do the explosion on allied units or enemy units. Also, from checking the Silence, I don't think it can do damage. Let alone show a projectile. |
| 04-19-2008, 04:34 AM | #9 |
Why isn't Channel on that list!? Have you ever even thought of doing these kinds of things through triggers and not by some silly and limited Blizzard spells? If you're not up to learning JASS or atleast GUI then maybe you're not up to the task of finishing your map. |
| 04-19-2008, 09:43 AM | #10 |
Hm? To answer you, Malf. I don't have any intent on making a map that will wind up getting played by everyone. I just want to make a simple map for stress relief. Which is why I take simplicity over complex methods, and 90% of them work. And the update of the moment :
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| 04-19-2008, 10:05 AM | #11 |
I wasn't insulting you in any way, shape or form. You mistook my advice. [rant] I get really annoyed by users who try to ask for help, but when the right kind of help comes right in to their face they just shove it away and misunderstand its purpose. For fuck's sake, help yourself as well. [/rant] |
| 04-19-2008, 10:10 AM | #12 |
I did? Well sorry then. If it is in the tutorial section. I'll check it out. Oh, and from checking the tutorials, something tells me JASS is not something I feel I'd want to work on... yet. GUI, I'm still looking through. |
| 04-27-2008, 09:11 PM | #13 |
You could always make a flying dummy unit (with a missile model file) that has its height set to something high and then set to 0 over some time, so that it looks like it's falling. Then, use a timer (or wait) that creates another dummy with an explosion's model file (with a large scale, say 2 or 3) that casts something. See the attached map for how I made my own rather crappy nuke ability (I could make it a lot better though, if I wanted too). |
| 04-27-2008, 09:54 PM | #14 |
To be honest, you're are going to have to use at least one trigger in this, either for dummy casting, effect creation, and/or projectile moving. If you want a stress-free way to do it, I'd do whatever you're doing with Acid Bomb in conjunction with a trigger that waits the proper time for the projectile to hit (<Distance to travel>/<speed of projectile>) and then creates the flamestrike effect on the ground at that time. It won't be perfectly accurate, but you also won't have to do any intense projectile moving and stuff like that. |
| 04-27-2008, 10:08 PM | #15 |
I don't tihnk what you want to be done can be done without triggers. It's really simple. It can be as easy as just creating a dummy caster and making it cast the damaging nuke effect. |
