Staredit Network > Forums > SC1 UMS Mapmaking Assistance > Topic: How do you make spells like in Temple Siege?
How do you make spells like in Temple Siege?
Jan 25 2010, 6:11 am
By: Darius.  

Jan 25 2010, 6:11 am Darius. Post #1



:dontgetit: I just can't figure out how'ta make spells in starcraft. I've seen 'em used in Temple Siege, Hero Sanct and Cust Hero Wars but I don't get how'ta make 'em so if you know how to could ya help me? Thanks.



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Jan 25 2010, 6:27 am Neki Post #2



Depends on what you're looking for. Usually in HS or TS, locations are constantly moved on top of the hero through the "Move Location" action. Because of this, you are able to make different effects and spells at the hero, because the locations are constantly following the hero, meaning you're able to make a spell appear at any point in the map, as long as the hero exists.



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Jan 25 2010, 6:41 am Kenoli Post #3



Also spells generally consist of just creating various units at said location.
Throw in some kind of resource system and you're pretty much done.



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Jan 25 2010, 6:49 am Darius. Post #4



That's completely understandable, cause to be honest I've already made a l1 spell that requires locations to move here and there. However the l1 spell is required for all 10 of my hero's due to the game play but the l2 - l4 are all dif for each chara. I tried lookin' in the map editor at Unholy's TS game to come up with some kinda idea of what to do. I noticed that at the bot-mid of his map there was an arb floatin' 'round the LM's l1 spell in the exact position it comes into play when you cast it. But it's owner is p11. My theory is that he set up a location 'round the LM that when a zlot goes to it's spell location, "energy" (which is what the p11's lm's are called) is given to the real LM at the LM's location. Yet, I'm a noob when it comes to makin' spells like that so I wouldn't really know for sure. Is there anything you can tell me now about all that thet I've said, like if i'm right, close, or way the hell off? And which ever the case may be could ya get me an example of how to make a simple spell? ...If it's not too much trouble. I understand other wise.



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Jan 25 2010, 6:57 am Kenoli Post #5



Quote
My theory is that he set up a location 'round the LM that when a zlot goes to it's spell location, "energy" (which is what the p11's lm's are called) is given to the real LM at the LM's location.
That's pretty much right. The reason he gives/moves them is because that particular unit, Aldaris, cannot be created via triggers but can be preplaced on the map.



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Jan 25 2010, 7:05 am Darius. Post #6



Wow that makes perfect sense. So if I was to create a spell that requires units to be around a hero or whatever, I give the units to p11, position them around about how I want the spell to look on another part of the map. Set up a location around the hero (which will be around the hero at all times), and once a goon or high temp or whatever is created make an event which gives all "blah's" at location "meh" to current hero at location "who'ha" and then the spell will work?

Post has been edited 1 time(s), last time on Jan 25 2010, 2:10 pm by NudeRaider. Reason: watch your spelling please



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Jan 25 2010, 4:33 pm Kenoli Post #7



The way you preplace the units on the map won't have any effect on their arrangement after you move them somewhere. They'll be displaced in the counter-clockwise spiral pattern which I'm sure you've seen before.
It's possible to use a mobile grid system to create units in different configurations, but that's typically only used for visual effects and such so it's not too important.



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Jan 25 2010, 5:27 pm Norm Post #8



I'd just like to also point out that it is possible to somewhat customize the way units are created at the character's location without the use of mobile grids.

If you want the units to be created with a small gap between them and your character: Create a number of preliminary units (larger # = bigger gap) before placing the spell units and then remove the preliminary units in the same action list. (Place "remove unit" action after "create spell unit" action.)

If you want units to spawn from a projectile: Create the projectile and order it to any point on the map to your liking. Then have a location always centered on it (just like how they're centered on characters) and have the units spawning at that location synced with a deathcount.

You can create units in a sketchy ring by creating an excess of them in a large location centered on the hero, and then removing all spell unit in a smaller location that is also centered on the same hero - leaving only the units on the edge of the hero's range left to do the spell effects.

Finally, you can make homing spells by having the spell units created at the enemy character's location rather than your own.

There are of course a lot of other little techniques that are possible without the use of mobile grids - you just have to be semi-creative, so even if you're not ready to use them, don't let that hold you back from customizing the way spell units are created in your map.



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Jan 26 2010, 5:14 am Darius. Post #9



Heh Norm-, I'll be talking to you later in the channel when I see you. Got some things I want to ask. But that's cool how you told me all that. I'm going to apply it asap. Kenoli and Taylor thank you both for the help as well. Thanks to the info I ended up making 3 successful spells the other night.

Post has been edited 1 time(s), last time on Jan 26 2010, 9:36 am by NudeRaider. Reason: watch your spelling please



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