Hey guys.
I haven't done much in the editor yet, since I do the campaign, but I already see that VERY much stuff can be done in the Data editor, which needed to be done by triggers and JASS in WC3.
I am not too familiar with the actors and so I don't know everything they can do and do not know what they can't do.
Main question: When I want to have, let's say a basic chain lightning ability, I know I will need quite some actors, behaviours, ... but it could be done only with the data editor. But how flexible is this?
Is there a way a simple way to adjust the amount of jumps, damage dealt, behaviour on hit, searching for the next target,...?
An easy adjustment would be to deal 20*level of ability damage. Can the data editor do this?
A more complex adjustment would be for example dealing damage based on the number of nearby allies (counting/enumerating them ). Can the data editor do this?
And if there is NO simple way of getting such flexible abilites, how could I do the code? I know how to build up a chain lightning and stuff (well, finding the right functions/function names will get tricky
) , but how do I do the visual stuff?
Can I use an actor as a lightning (aka beam) in triggers? Can I use actors as special effects? Do I need to create an actor for every effect (so is there no way anymore to use sth like AddSpecialEffect("BigBang.mdl") )?
Pretty many questions, but pretty essential for me. So I need answers by someone who already did some abilities and knows how to avoid too much work.
Thanks & +reps!
I haven't done much in the editor yet, since I do the campaign, but I already see that VERY much stuff can be done in the Data editor, which needed to be done by triggers and JASS in WC3.
I am not too familiar with the actors and so I don't know everything they can do and do not know what they can't do.
Main question: When I want to have, let's say a basic chain lightning ability, I know I will need quite some actors, behaviours, ... but it could be done only with the data editor. But how flexible is this?
Is there a way a simple way to adjust the amount of jumps, damage dealt, behaviour on hit, searching for the next target,...?
An easy adjustment would be to deal 20*level of ability damage. Can the data editor do this?
A more complex adjustment would be for example dealing damage based on the number of nearby allies (counting/enumerating them ). Can the data editor do this?
And if there is NO simple way of getting such flexible abilites, how could I do the code? I know how to build up a chain lightning and stuff (well, finding the right functions/function names will get tricky
Can I use an actor as a lightning (aka beam) in triggers? Can I use actors as special effects? Do I need to create an actor for every effect (so is there no way anymore to use sth like AddSpecialEffect("BigBang.mdl") )?
Pretty many questions, but pretty essential for me. So I need answers by someone who already did some abilities and knows how to avoid too much work.
Thanks & +reps!