Difference between revisions of "Effects"

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Below, you will find a complete list (undergoing editing) of all the Object Types that an Effect can be. These are listed alphabetically and as are found in the Data Editor. As this list becomes more populated, we will link valuable tutorials and examples to each of the Effects listed - allowing you to learn (by example) how they operate in game and in the editor.
 
Below, you will find a complete list (undergoing editing) of all the Object Types that an Effect can be. These are listed alphabetically and as are found in the Data Editor. As this list becomes more populated, we will link valuable tutorials and examples to each of the Effects listed - allowing you to learn (by example) how they operate in game and in the editor.
  
==[[Apply Behavior]]==
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==Apply Behavior==
 
This effect is used to put a Behavior object onto a Unit.  
 
This effect is used to put a Behavior object onto a Unit.  
  
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==[[Create Persistent]]==
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==Create Persistent==
  
  
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==[[Issue Order]]==
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==Issue Order==
  
  
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==[[Creating a Missile Ability|Launch Missile]]==
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==Launch Missile==
 
This Effect creates a Missile that is launched according to it's linked Mover object. The Field which specifies the type of missile (actor of the projectile) is the ***Ammo Unit*** field. Here you can simply specify what missile you would like to use, from those already in the game. Creating your own missile requires knowledge about Actors.
 
This Effect creates a Missile that is launched according to it's linked Mover object. The Field which specifies the type of missile (actor of the projectile) is the ***Ammo Unit*** field. Here you can simply specify what missile you would like to use, from those already in the game. Creating your own missile requires knowledge about Actors.
  
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==[[Modify Unit]]==
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==Modify Unit==
 
This effect allows you to modify a unit in anyway that you like. You can change it's Armor, it's Shield Armor, it's Life, it's Shields or its Energy.  
 
This effect allows you to modify a unit in anyway that you like. You can change it's Armor, it's Shield Armor, it's Life, it's Shields or its Energy.  
  
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Removes behaviors from a target unit. Can be used to remove one or more instances of a specific behavior, or all behaviors belonging to a specific category or class.
 
Removes behaviors from a target unit. Can be used to remove one or more instances of a specific behavior, or all behaviors belonging to a specific category or class.
  
==[[Search Area]]==
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==Search Area==
 
Search Area effects are used to apply effects to other units. The effect looks for specific units in an area and applies an effect to them. The area is defined by range and arc parameters.
 
Search Area effects are used to apply effects to other units. The effect looks for specific units in an area and applies an effect to them. The area is defined by range and arc parameters.
  
==[[Set]]==
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==Set==
 
A Set is essentially a group of effects. When you trigger the Set, it triggers all Effects contained within the set, or randomly triggers a preset number of effects from the set. An example of this in action would be the Marauder - Punisher Grenade weapon. When the missile hits a target, it triggers a Set. This set applies both the damage the target will take and the Slow Buff (Apply Behavior) - provided that the Concussive Grenade upgrade is researched.
 
A Set is essentially a group of effects. When you trigger the Set, it triggers all Effects contained within the set, or randomly triggers a preset number of effects from the set. An example of this in action would be the Marauder - Punisher Grenade weapon. When the missile hits a target, it triggers a Set. This set applies both the damage the target will take and the Slow Buff (Apply Behavior) - provided that the Concussive Grenade upgrade is researched.
  

Revision as of 23:03, 21 April 2011

Below, you will find a complete list (undergoing editing) of all the Object Types that an Effect can be. These are listed alphabetically and as are found in the Data Editor. As this list becomes more populated, we will link valuable tutorials and examples to each of the Effects listed - allowing you to learn (by example) how they operate in game and in the editor.

Apply Behavior

This effect is used to put a Behavior object onto a Unit.

This tutorial here uses a Behavior and an ability similar to Stimpack to increase the Shield armor and attack-speeds of an Archon: Tutorial - Psionic Focus

Apply Force

Applies a force. Can be used to create pushing spells.

Create Healer

Create Persistent

Create Unit

Damage

Damages a target unit. The effect also provides many options for the damage, such as attribute bonuses, armor reduction, AoE radius, damage type, death type, life/shield/energy leech, etc.

Destroy Healer

Destroy Persistent

Issue Order

Iterate Transport

Launch Missile

This Effect creates a Missile that is launched according to it's linked Mover object. The Field which specifies the type of missile (actor of the projectile) is the ***Ammo Unit*** field. Here you can simply specify what missile you would like to use, from those already in the game. Creating your own missile requires knowledge about Actors.

One of the many effects required to create a Missile ability.

For further examples and comparative studies, have a look at the Longbolt Missile weapon (Missile Turret), the Punisher Grenade weapon (Marauder) or the Phase Cannon weapon (Photon Cannon).

Units which fire multiple missiles per shot - such as the Missile Turret - utilize Create Persistent effects to do so.

Modify Player

Modify Unit

This effect allows you to modify a unit in anyway that you like. You can change it's Armor, it's Shield Armor, it's Life, it's Shields or its Energy.

Since you cannot give absolute modification values through triggers (e.g. +50 HP), you need to do these kinds of tasks with this effect.

An example of the Modify Unit effect would be for potions in an RPG.

Release Magazine

Remove Behavior

Removes behaviors from a target unit. Can be used to remove one or more instances of a specific behavior, or all behaviors belonging to a specific category or class.

Search Area

Search Area effects are used to apply effects to other units. The effect looks for specific units in an area and applies an effect to them. The area is defined by range and arc parameters.

Set

A Set is essentially a group of effects. When you trigger the Set, it triggers all Effects contained within the set, or randomly triggers a preset number of effects from the set. An example of this in action would be the Marauder - Punisher Grenade weapon. When the missile hits a target, it triggers a Set. This set applies both the damage the target will take and the Slow Buff (Apply Behavior) - provided that the Concussive Grenade upgrade is researched.

Switch

Applies effects on a conditional basis. Primarily used when needing to choose one effect from a larger set of effects based on the conditions present when the switch effect is run.

Teleport

Used for a teleport spell such as the Blink ability the Stalker has.

Transfer Behavior

Use Calldown

Use Magazine