Staredit Network > Forums > SC2 Assistance > Topic: Custom Abilities
Custom Abilities
Aug 24 2010, 3:56 am
By: payne  

Aug 24 2010, 3:56 am payne Post #1

:payne:

I've tried to create a bunch of custom abilities, though I failed at designing most of them. :blush:

First of all, download the map:

Secondly, here is the list of the abilities I tried to design. I stroke the ones I succeeded at designing:
- Deviate: Prevents a unit from getting hit by redirecting the damage on the caster. Lasts a certain amount of time and cannot be cancelled. (Very useful to save a player from death, though could be lethal against yourself too since you cannot cancel the spell)
- Mind Control: Temporary mind control, works on allies too. Drains energy over time, player can decide to cancel. Once the the spell has ended, enemies gain vision over caster's position. Caster cannot move when using this. (Allowing it to be casted on allies too gives me some great puzzle/boss/situation ideas)
- Magnetic Field: Creates a very intense field of magnetism which would attract any metal source. (Could be used to crush a guard with a metal box if the guard is between the box and the spell. Take care when using near your allies, some of them contain metal ;))
- Cloak: Cloaks the caster. Drains energy very fast. When stealthed, the caster cannot see anything and cannot move.
- Push: Pushes all units away from the target point, including allies. Doesn't deal any damage. No cooldown. Doesn't consume a lot of energy.
- True Blood: Takes away life from the caster to give it to the target.
- Twin: Creates an allied replicate of the target unit owned by the caster. This 'clone' cannot deal any damage.
- Speed Boost: See this.
- Blink: Stalker's Blink ability.

- Pierce: Shoots a quick bullet to the target unit/point. Bullets deal damage to anything it encounters, including allies. Deals great amount of damage.
- Maelstrom: Stuns biological units in a small AoE for a short time. Can stuns allies too.

- Communicate (Guard): Enemy spell. Only certain guards must be able to use it. Activated only when the Guard sees a player. Triggers a visual effect on the unit that is casting it. It should take about 6 seconds for a guard to be able to communicate to the HQ the players' position.
- Communicate (Buzzer): Enemy spell. All Buzzers have this ability. Activated as soon as the unit sees a player. Triggers a visual effect on the unit that is casting it. It should take about 6 seconds for a guard to be able to communicate to the HQ the players' position.

Thirdly, here is a list of the heroes and their respective spells:
- [Probe] Hares (semi-ranged, healer, drifts, quick life regeneration): Cloak, Deviate, True Blood, Twin.
- [Dark Templar] Pralid (melee, high attack, low HP, splash damage, gains life when dealing splash damage): Cloak, Push, Magnetic Field, Blink.
- [Zealot] Xoffa (ranged, high attack rate): Cloak, Speed Boost, Pierce, Maelstrom.
- [Immortal] Krusii (ranged, custom hardened shield, weaponry knowledge): Cloak, Deviate, Mind Control, Blink.


I literally failed at doing 95% of this. I feel pretty gay to ask people to help me on this, but I already know this is the kind of stuff I will not figure out on my own. Moreover, I know my project has -a lot- of potential so I really want it to succeed.
Of course, I'd love to get explanation of what you've done to create the abilities.

Some more general questions that goes along with this:
- Where do we set the buttons for a custom ability, and how do we set its hotkey and description (tooltip) ?
- How do we make a unit gain life based on the splash damage dealt (taking in count ally splash damage too) ?
- How can we set Passive button that explains the characteristics (such as "Gains life when dealing splash damage") of a unit ?

- Thank you so much in advance! -
:wub:


Post has been edited 1 time(s), last time on Aug 24 2010, 9:29 pm by payne.



None.

Aug 24 2010, 5:31 am Temp Post #2



A few of these can be copied from existing abilities. Cloak can be copied from the ghost's cloak, just modify energy cost and add a behaviour that removes a units movement speed. Mind control can be pretty much copied exactly from infestor, need to look into the reveal though.

I'm looking into some of the tougher ones (transferring health).



None.

Aug 24 2010, 6:35 am shmeeps Post #3



Hmm, some of those look pretty tough, but:

Mind Control: There is a spell in the SC2 campaign called Dominate, it's used by Nova, it takes over a unit until she releases it or the unit dies. It could provide a starting point. I believe it gives the target a buff, so you could detect when the buff is applied and start a timer for it to expire (though, this should be able to be done in the data editor), and then detect the buff dispersing with a trigger, and temporarily reveal the casters location when it does.

Magnetic Field: I imagine a circular region over the spell cast location, and then pull any unit closer to it every frame with a move unit instantly to location offset towards point. Then you could use collision detection for objects to crush them against. It'd be complicated, but it should work.

Deviate: Might be able to do with triggers with the "unit takes damage" event, then set the unit life property plus the damage done and reduce the damaging unit's life by the damage done. This would give the limitation that a killing blow would still kill the unit though.

Cloak: Copy the cloak ability to the unit, and make it apply a buff that stuns the unit, and on cast reduce their sight range to 0? Might work, not sure if you can change sight range with triggers though.

Push: If you can get Magnetic FIeld Working, this should be childs play

True Blood: There are life leech data fields in the data editor, but I think it is for units, not abilities. But you might find something.

Clone: I think you can spawn units with abilities, I know several map do it (IE, Spine Crawler Defense), so this should be easy. Duplicate the unit, but remove it's weapons, then spawn it on cast. This could work with triggers easy.

Pierce: Hmm, maybe use a searcher thing? But just make it search for any unit, regardless of alliance affiliation. And make it not destruct on use.



None.

Aug 24 2010, 10:58 pm Temp Post #4



I don't think deviate will be feasible as an ability, anything that seems promising will always have the problem of a killing blow. I can't see a way of having anything get in between the unit takes damage -> unit loses health.



None.

Aug 24 2010, 11:09 pm payne Post #5

:payne:

Quote from Temp
I don't think deviate will be feasible as an ability, anything that seems promising will always have the problem of a killing blow. I can't see a way of having anything get in between the unit takes damage -> unit loses health.
Isn't there a way to make the unit invincible, though attackable? :O



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Aug 25 2010, 12:35 am shmeeps Post #6



Off the top of my head, I think you'd have to make every weapon be able to target invincible units. Not sure though.



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Aug 25 2010, 1:24 am payne Post #7

:payne:

Quote from shmeeps
Off the top of my head, I think you'd have to make every weapon be able to target invincible units. Not sure though.
Not too long to achieve. If I remember well, all Objects have a Parent, which Weapons should have.



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Aug 25 2010, 5:32 am shmeeps Post #8



Quote from payne
Quote from shmeeps
Off the top of my head, I think you'd have to make every weapon be able to target invincible units. Not sure though.
Not too long to achieve. If I remember well, all Objects have a Parent, which Weapons should have.
Yeah, IIRC, all weapons are based off of CWeapon, CWeaponLegacy, and CWeaponStrafe.



None.

Aug 25 2010, 5:52 am Temp Post #9



Quote from payne
Quote from shmeeps
Off the top of my head, I think you'd have to make every weapon be able to target invincible units. Not sure though.
Not too long to achieve. If I remember well, all Objects have a Parent, which Weapons should have.

Editing the parent in that case may be a bad thing since a lot of weapons already have specific filters. You can't edit a single part of the target filters so you will override all of the custom settings for the weapons. You should probably just edit the weapons you are planning on using.



None.

Aug 25 2010, 1:03 pm payne Post #10

:payne:

Quote from Temp
Quote from payne
Quote from shmeeps
Off the top of my head, I think you'd have to make every weapon be able to target invincible units. Not sure though.
Not too long to achieve. If I remember well, all Objects have a Parent, which Weapons should have.

Editing the parent in that case may be a bad thing since a lot of weapons already have specific filters. You can't edit a single part of the target filters so you will override all of the custom settings for the weapons. You should probably just edit the weapons you are planning on using.
Shouldn't be a problem either: my current "enemies" list has like less than 10 entries.



None.

Aug 26 2010, 12:07 am Temp Post #11



Just some info for an update. Letting a weapon attack an invulnerable unit will still cause damage.



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Aug 26 2010, 12:12 am payne Post #12

:payne:

Quote from Temp
Just some info for an update. Letting a weapon attack an invulnerable unit will still cause damage.
So the invulnerable unit will not be considered as invulnerable? :S



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Aug 26 2010, 1:34 am Temp Post #13



Seems like it. Invulnerable seems to be a flag to say that weapons should not be able to hit the unit.



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Aug 26 2010, 1:35 am payne Post #14

:payne:

Quote from Temp
Seems like it. Invulnerable seems to be a flag to say that weapons should not be able to hit the unit.
It's kind of a contradiction to let people choose to set a unit as unaffected by weapons, but allows weapons to be set to affect those flagged units. :/



None.

Aug 26 2010, 4:02 am shmeeps Post #15



Quote from payne
Quote from Temp
Seems like it. Invulnerable seems to be a flag to say that weapons should not be able to hit the unit.
It's kind of a contradiction to let people choose to set a unit as unaffected by weapons, but allows weapons to be set to affect those flagged units. :/
It kinda makes sense, like a flag to say "Normal weapons can't attack this unless specifically instructed to". It seems kinda silly, but letting a weapon attack an invulnerable unit to do no damage, but still focus that invulnerable unit is a bit more silly.

If nothing else, you can add the condition "Can't be a killing blow" to deviate. Would make it less fun, since you couldn't deviate, say, a nuke-launching tank, but still.



None.

Aug 26 2010, 4:22 am Temp Post #16



Another option I have been considering but doesn't seem nearly nice enough is to set all enemy weapons to will never give a killing blow and then use triggers to determine death. Unfortunately this will still not work right with deviate as we have no way to tell how much damage the unit has taken if it has less health than the attack does damage.



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Aug 26 2010, 5:17 am payne Post #17

:payne:

As I have suggested, that Tosh's protective spell wouldn't work? It keeps track of the damage dealt -and- prevent the units from getting hit. :O



None.

Aug 26 2010, 5:20 am Temp Post #18



It will work for the true blood spell but not for deviate.



None.

Aug 26 2010, 4:45 pm payne Post #19

:payne:

As last resort, you could try to implement a SC1 vHP. :P



None.

Aug 26 2010, 6:43 pm shmeeps Post #20



I was thinking that, use minerals for health, or even just a variable, or something like that, and just on hit heal the unit but remove the same amount of minerals. To be honest, with the Boss Health Bars and stuff, you could make a really neat custom GUI using this system, and just skip the standard health/wireframe display in exchange for the new one. Then it should be implementable, just on damage refill their health, take the damage away from their vHealth or deviate it to another player/attacker, and if the health is too low kill the unit.



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