Staredit Network > Forums > SC2 Assistance > Topic: Map Wide Explosion
Map Wide Explosion
Aug 17 2010, 8:55 am
By: JACofNoIdea  

Aug 17 2010, 8:55 am JACofNoIdea Post #1



I want to make a map wide explosion (with some fancy animation) that is triggered after a certain timer hits 0. The explosion will only impact enemy units (deals 30% dmg to them) and will also deal 10% damage to ALL units within a certain range of the trigger that activated the timer initially. The explosion can be used multiple times, since the timer can be reset over and over until the game ends. It's pretty much a king of the hill situation, where when someone claims the hill for 1 minute the explosion is triggered. The hill can be captured infinitely until the game ends (its a regular melee map with the king of the hill as an added twist). I'm assuming just tying the explosion to the timer (which is already working to reset and whatnot) is all I would need to do.

I was looking through the data editor (for the first time) trying to make an explosion, messing with effects and abilities and what not, thinking it would be straight forward. But, I got lost and have no idea what to do -_-. It would also be okay if after 1 minute a unit is spawned that is controlled by the player who triggered the timer and that unit can cast the explosion, and then die, if that makes it easier.

I have attached the map file that I want to do this on. There is coding for the timer in there, which I assume would be important since the explosion would have to be worked around that code.

I assume this will be quite a bit of work, so (unless someone feels up to walking me thru it all lol) if anyone knows of a tutorial that would fit this situation that would be more than enough. Thanks!

Attachments:
King of the Forgotten Hill.SC2Map
Hits: 0 Size: 1818.16kb

Post has been edited 1 time(s), last time on Aug 17 2010, 9:02 am by JACofNoIdea.



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[03:29 am]
DarkenedFantasies -- Probably just didn't care. For example, at some point before release, they've updated the graphics of some of the Protoss buildings (Forge, CyberCore, Citadel, Observatory, Arbiter Tribunal), but instead of properly re-rendering them with edited 3D models, they did crappy copy-paste jobs on the rendered graphics.
[08:35 pm]
Ultraviolet -- :wob:
[2026-6-21. : 11:38 pm]
Symmetry -- :wob:
[2026-6-21. : 4:56 am]
Ultraviolet -- I suppose we'll likely never know, but my guess would be that they already saw it operating successfully and there was no monetary incentive to finish the original work. And the dev cycle in old school Blizzard was so hectic, it's possible it just got forgotten about after the original game got released. Plus there's an element of existing MPQ files that were packaged with the original discs becoming outdated if they updated it. And it's not like they remade the original MPQs, they just made new ones for BW specifically
[2026-6-21. : 4:26 am]
Oh_Man -- so that makes me think maybe the theory they are unfinished is not true and its a deliberate design decision, coz why not finish them wen ur making brood war?
[2026-6-21. : 4:25 am]
Oh_Man -- the thing is thos buildings are from classic. that means they went ahead and made brood war without ever finishing the 'unfinished' buildings
[2026-6-20. : 6:15 pm]
Ultraviolet -- Yeah he's talked about a lot of that stuff in his casts before. It seems plausible. Especially knowing how Blizzard of yesteryear operated.
[2026-6-20. : 3:47 pm]
NudeRaider -- to clarify: couldn't recall the behavior for every single Protoss building but I was aware the disparity exists.
[2026-6-20. : 3:43 pm]
NudeRaider -- Contained nothing new for me. Didn't know all building's behavior, but very much all unit's. Also Terran balance whine - also nothing new :lol:
[2026-6-19. : 9:57 am]
Oh_Man -- makes me wonder if SEN knows anything about the topic
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