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Nuclear Pants

09-07-2008, 08:10 PM#1
Sunwarrior25
I'm trying to recreate the starcraft ghost's Nuke ability (without the silo), but I'm not quite sure how to go about it (short of a modified flame strike). So... Anyone have any ideas?
09-07-2008, 08:37 PM#2
Anopob
Perhaps explain the ability for those who don't know or remember how it's like, hm?
09-07-2008, 08:55 PM#3
chobibo
It creates an explosion that covers a huge area for a very large damage.

How exactly do you want to emulate it? I can think of 2 ways. First is to use an edited flamestrike, give it a huge AoE and damage, Second is to code it using jass.
09-07-2008, 10:49 PM#4
Sunwarrior25
Yeah, I guess I asked a stupid question there...
09-07-2008, 11:26 PM#5
chobibo
I'd like to help just tell me.
09-08-2008, 03:27 AM#6
Anopob
Quote:
Originally Posted by Sunwarrior25
Yeah, I guess I asked a stupid question there...
Yeah...anyway, you can do it that way or remove the fire and use a custom model like that explosion pack which came in recently by WILL.
09-08-2008, 06:02 AM#7
fX_
base an ability off channel; tick disable other abilities (coz sc ghost cant do anything while casting nukes); make a trigger that makes a dummy cast flamestrike on the target loc AFTEr he channels it (for the whole duration).

so u tick disable other abilities

change the follow through time to, say, 5.00.

and change the art field that corresponds to the SFX created at the target point to some model of a red dot (berserk cast[the red orb thing]/bloodlust)

then create a trigger that makes a dummy that |flamestrikes + displays a message: "nuclear launch detected"| when he finishes casting it.


============================


OR make a flamestrike with long casting time... but it wont show any sfx (the red target dot, for example).
09-08-2008, 10:33 PM#8
Sunwarrior25
Actually, I think I've got it figured out (go ahead and help me if something doesn't feel right). I do agree with Anopob that WILL's explosion effects are needed by the below methods. The following tries not to reference the confusing Channel ability, and was designed with basic GUI triggering in mind:

So people can scroll through faster:

I have the "Ghost" use a modified ward ability with a long cast time. The ward can be either the missile or the dot. Either way, the ward should have a negative hp regen, locust, and flying as it's movement.
Ward as Missile

Run a periodic trigger that checks for the ward, and adds it to a Unit Group. Have it cast a modified Flame Strike on itself after it's degenerated past a certain point (to create the illusion of a bomb dropping). Make sure to remove it from the unit group. The long cast time will give the ghost enough time to run when the ward gets summoned.



Ward as Dot

Have the cast time be almost immediate. Now, the periodic trigger will be a little larger, as we're checking for 2-3 points of health.

If you have a silo, then have it use a fake "launch" ability soon after the "dot is summoned (could be anything with no target, and a close proximity to the silo (use the NuclearLaunch.mdx model for the effect). If you plan on having the capability of multiple silos, then a unit array might be a good thing to think about.

The amount of hp degenerated from the "dot" depends on your tastes, but make sure that the ward uses a flame strike with a 2-4 second casting time, and the NuclearStrike.mdx in Art-Effect. Remove the dot from whatever unit group you used soon after it starts casting (and put a check in to make sure it isn't added again).

Also, don't forget to pause the ghost from when he spawns the dot to when the dot starts casting (or when he dies).



For the Flame Strike, the cast range could be <= a blast range of 2000. I made the 'Full Damage Dealt' field = 250, and left the half damage alone (though I increased the duration, which forces everyone to move quickly through the blast zone after a strike). I'm still experimenting, so I thought I'd be evil and add air and debris to the 'Targets Allowed' field.

For those of you not using silos, PUHLEASE make the ghost hard to get (or crappy with his other abilities) because there are guys out there who can find a way around a 900+ second cooldown.

09-10-2008, 04:43 AM#9
ShadowWolf
Another simple way to do it, would be to just use the flamestrike ability and put a cast time on it, and you can drop an effect like a starfall or a missle or something at the beginning then have it do the big boom fire stuffs. That way it locks the unit into the nuke similar to how it is in starcraft.
09-10-2008, 06:10 AM#10
fX_
ward idea made me think

y not base an ability off tornado and add (AoE BOOM ON DEATH) to the summoned unit?
09-10-2008, 06:20 PM#11
chobibo
how about a dummy unit with a land mine ability, create a dummy unit, give it the storm crow ability, set fly height to 2000, reset it's fly height to zero but this time it's timed, calculate the time for the unit to reach fly height zero then add an expiration timer to the unit. When the unit dies it deals damage.

I'll try making one in jass for an example.