Difference between revisions of "Abilities"

From HIVE
Jump to navigation Jump to search
m
m
Line 35: Line 35:
 
{{TutorialsBox
 
{{TutorialsBox
 
|contents=[[Creating Zealot Charge as an Instant Effect]]
 
|contents=[[Creating Zealot Charge as an Instant Effect]]
[[Creating an Instant Effect Ability]]}}Applies an [[Effect]] as soon as the ability is cast. The effect is instant, as it does not require the player to select a target (the caster is the target by default).
+
[[Creating an Instant Effect Ability]]}}
 +
Applies an [[Effect]] as soon as the ability is cast. The effect is instant, as it does not require the player to select a target (the caster is the target by default).
  
 
==[[Abilities/Effect_-_Target|Effect - Target]]==
 
==[[Abilities/Effect_-_Target|Effect - Target]]==
 
{{TutorialsBox
 
{{TutorialsBox
|contents=[[Creating a Missile Ability]]}}Applies an [[Effect]] on the target unit or point location. These effects are different to Instant Effects because they require the player to specify the target or location for the effect to occur.
+
|contents=[[Creating a Missile Ability]]}}
 +
Applies an [[Effect]] on the target unit or point. These effects are different from Instant Effects because they require the player to specify the target or location for the effect to occur.
  
 
==[[Abilities/Harvest|Harvest]]==
 
==[[Abilities/Harvest|Harvest]]==
 +
This ability allows a unit to gather resources.
  
 
==[[Abilities/Interact|Interact]]==
 
==[[Abilities/Interact|Interact]]==

Revision as of 06:26, 26 March 2013

Abilities are created using the Data Editor and each ability contains a set of orders that the unit can perform, if it has the ability. Abilities cannot be added to a unit later in-game. Because of this you need to add all abilities to the units that are supposed to have them, even those that are initially disabled, in the Data Editor. There is no limit to the total ability count for a unit, however.

Each ability has a set of orders used to manipulate it. Most ability types have only "execute" and "cancel", but some, like Train, can have up to 20. In order for these commands to work, they need to have a Default Button set (usually found in Commands+ or Info+ fields). This feature is purely editor-only, meaning it can't be changed via Triggers or any other method. The button selected as default will serve as name of the ability's command on the casting unit's command card.

For more information about adding abilities, see Adding Abilities to Units.


Arm Magazine

Arm Magazine uses spawned units to attack the caster's target, like a Carrier or a Brood Lord. This also requires the caster unit to have a weapon that coincides with the ability, causing the spawned units to actively attack the caster's target.

Attack

An ability of this type is necessary for a unit to be able to attack with weapons. It contains some settings, but usually you will just use the one instance of this ability (also named Attack) that is already created.

Any specific customization regarding the unit's attack parameters (i.e. damage, attack speed, etc.) is done via Weapons.

Augment

An augment ability is used to modify use of another ability, by adding an extra effect prior to the ability being cast.

Battery

Unused

Beacon

Unused

Behavior

The behavior ability is used to toggle a behavior on and off, or simply add a permanent behavior to the casting unit. If the behavior change is timed (adding a buff for a moment), it is better to use Effect - Instant with Apply Behavior effect.

Build

A build ability allows the building of other units. Unless the build time is 0, the build ability requires the built units to have the Buildable ability that defines how the unit behaves while being built. For normal structures, there is already one Buildable ability called "Build in Progress" that should work fine.

Buildable

Units created with the Build ability are required to have this ability.

Effect - Instant


Applies an Effect as soon as the ability is cast. The effect is instant, as it does not require the player to select a target (the caster is the target by default).

Effect - Target


Applies an Effect on the target unit or point. These effects are different from Instant Effects because they require the player to specify the target or location for the effect to occur.

Harvest

This ability allows a unit to gather resources.

Interact

Interact allows for other players to use this unit.(When the ability is used on a unit, it temporarily grants control of caster to the target's owner.) Typically it is used for item shops, or LoS revealer.

Inventory

Inventory ability allows the use of item containers.

Learn

Learn ability adds a menu that allows selecting new abilities. It is commonly used to simulate WC3-style heroes, altough it can do much more.

Merge

Mergeable

Morph

Allows a unit to turn into another unit. You are able to set certain time paramaters to help facilitate the change (i.e. adding time to the duration of the morph), but aside from a basic size (morphing from a smaller to larger unit, or vice versa) or height change (morphing from a ground to air unit, or vice versa) you can't automatically animate a morph without an animated model to go with it (i.e. the morph from a Fighter Viking to Assault Viking).

Morph Placement

Same as Morph, except is is location-targeted (it is used to morph into stationary units, for example Terran building landing).

Move

Move ability is required for the unit to be able to move. It has some settings, but usually you won't need to create a new Move ability, as there is one called Move, that works for any new unit.

Pawn

Progress

Queue

Queue ability displays and manages unit training queue (without this ability, Train still works, but it doesn't show up and only one unit can be trained at once).

Rally

Redirect Instant

Redirect Target

Research

Research is used to purchase upgrades. It is also the only way to manipulate upgrades through data editor.

Revive

Used to revive dead units, usually used for hero units.

Specialize

Specialize works simillary to Learn, it allows units to buy certain upgrades for themselves, in form of effects.

Stop

Stop allows unit to use the general stop command, as well as some other basic commands (hold fire for example). Usually you won't have to create a new Stop ability, as there is already one, called Stop, which will work for all units.

Train

Train allows creation of other units. It is usually used together with Queue ability, that handles training queue.

Transport

Transport gives the unit cargo space to carry other units.

Warp Train

Warpable