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Force Effects
Author: ProzaicMuze (sc2mapster.com)Tags: intermediate data ability  
Source: http://forums.sc2mapster.com/resour...Added 8 years ago 

This tutorial is fairly self explanatory. Something goes boom, units go flying. We'll be making a radial blast that pushes units back and a shockwave that tosses units into the air. I thought about adding more variations, but I realized that they'd all just be lesser versions of the Ground Pound Ability. Thus everything you need to start using Apply Force can be found in this tutorial.

Example map: (link)

ONE VERY IMPORTANT NOTE: If the unit isn't in the air when you push/pull it, the unit will drag along the ground and almost "hop" in the direction it's being moved. This means that if you want to throw units any distance you need to lift them off the ground, even if it's just a barley noticeable height.



Shockwave

Effects Tab

This is a placeholder in the effect chain until you have created the actual behavior and validator.

This is what will create your shockwave and apply its effects. You can make the line longer by increasing the increment size or making more Periodic Offsets while increasing the Period Count.

Behaviors Tab

Validators Tab

Buttons Tab

Abilities Tab

Models Tab

Actors Tab



Ground Pound

Effects Tab

This is a placeholder in the effect chain until you have created the actual behavior and validator.

This is responsible for moving the units in whatever direction the force is moving. If you want to "suck" units into a vortex, use negative amounts. It is important that you understand this isn't just a single application. The Persistent will push/pull the unit(s) repeatedly over a short period of time to cause significant movement. If your Force Effect isn't moving your unit far enough, it's likely because you aren't using a Persistent/Buff to apply it rapidly over a brief time period.

This is what will create your radial shockwave and apply its effects. You can make the blast bigger by increasing the increment the Period Count.

This is a placeholder in the effect chain until you have created the actual behavior.

Behaviors Tab

Validators Tab

Buttons Tab

Abilities Tab

Models Tab

Actors Tab

This actor's events are very important if you want to create expanding blasts. It takes some tweaking and a lot of guess and check to figure out what the best setup is, but if your animation isn't moving fast enough, use Time Scale. Perhaps you need to slow it down instead. If it starts with the right speed, you can use Duration and match the times. The most important part, though, is to match your model's final scale to the actual Search Area so that the units being affected are visibly touched by the blast. In our case the model was expanding too slowly so we sped it up. The model also expands by default, so you don't need to Scale it as much.



The Caster

Units Tab

Duplicate the Zeratul Hero and its corresponding Actor. Everything else will be stock or made from scratch.

You now have a Master of the Force >:D



Feel free to use the attached Test Map or contact me via forum post, PM or IRC (#SC2Mapster on chat.freenode.net:6667) if you encounter problems. Keep in mind that I'm a busy person so I may not reply right away, but I'll do my best to answer all questions/concerns that I am aware of :)








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