Difference between revisions of "Weapons"

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= Weapons =
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'''Weapons''' are objects that are attached to units in order for them to use their basic attacks. Most units in StarCraft 2 (exceptions being the Overlord, Infestor, High Templar, etc.) have a weapon, and therefore an attack.
  
== How they work ==
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Using a combination of [[Effects]], [[Actors]], and [[Units]], weapons can have very different effects. These effects dictate how the weapon works.
  
A unit must have a weapon if it wants to have an attack. Every unit in Starcraft 2 (with exceptions: Overlord... Infestor... High Templar... etc) has a weapon, and therefore an attack.
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== Weapon Effects ==
 
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Most commonly, all weapons have a [[Damage]] Effect. Some weapons have a [[Effect#Launch_Missile|Launch Missile]] effect. This missile Effect then links to the Damage Effect that will trigger on impact. Another interesting thing to note is that if you want your unit to have multiple attacks, it will need a [[Create Persistent]] Effect. This Effect links to the "Launch Missile" which it will create persistently (or 'multiple times'). Weapons can also utilize a [[Set]] Effect, which is basically a fancy way of making a group of effects.  
The weapon is linked to Effects. These effects dictate how the weapon works.
 
 
 
== What effects can a weapon have? ==
 
 
 
Most commonly, all weapons have a Damage effect. Some weapons have a Launch Missile effect. This missile links to the Damage Effect that it causes on impact. Another interesting thing to note is, if you want your unit to have multiple attacks, it will need a Create Persistent effect. This effect links to the Launch Missile which it will create (persistently, or 'multiple times'). The final effect I am going to cover is a Set. A Set is basically a fancy way of making a group of effects.
 
 
 
Simple enough? Hell no! There is a lot more that needs to be covered.
 
  
 
=== Examples ===
 
=== Examples ===
 
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*'''Marine - Gauss Rifle''' has a "Damage" effect which does 6 damage.  
*'''Marine - Gauss Rifle''' has a Damage Effect which does 6 damage.  
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*'''Phase Cannon - Photon Cannon''' has both a Launch Missile and a Damage Effect.
*'''Phase Cannon - Photon Cannon''' has both a Launch Missile and a Damage effect.
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*'''Missile Turret - Longbolt Missile''' has this Create Persistent, which causes the Launch Missile Effect to be triggered twice.  
*'''Missile Turret - Longbolt Missile''' has this Create Persistent, which causes the Launch Missile effect to be triggered twice.  
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*'''Marauder - Punisher Grenade'''. The weapon launches missiles (the projectile), and triggers the Set on impact. The Set contains an [[Apply Behavior]] Effect and a Damage Effect. When we upgrade our "Marauders - Concussive Shells," the Apply Behaviour Effect (contained within the Set) is activated. Thus all targets hit by the Marauder's attack are slowed.
*'''Marauder - Punisher Grenade'''. The weapon Launches Missiles (the projectile), and on impact, the Set is triggered. The Set contains an Apply Behaviour effect and a Damage effect. When we upgrade our Marauders - Concussive Shells, the Apply Behaviour effect (contained within the Set) is activated. Thus slowing all targets hit by the Marauders attack.
 
  
 
== [[Movers]] ==
 
== [[Movers]] ==
 
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Every Launch Missile Effect requires a [[Mover]] field. The Mover contains a lot of information about how the projectile works. You can edit the speed at which it travels, the rate at which it accelerates, and even how the missile will move along ht path before reaching its target.
Every Launch Missile effect requires a Mover field. The Mover contains a lot of information about how the Projectile works. You can edit the speed at which it travels, the rate at which it accelerates.
 
  
 
== Actions and Actors ==
 
== Actions and Actors ==
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A weapon won't make sounds unless you have properly linked a Combat Action (and its associated [[Sounds]]) to trigger when the Weapon is used.
  
A weapon won't make sounds unless you have properly linked a Combat Action (and it's associated Sounds) to trigger when the Weapon is used.
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== See Also ==
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*[http://www.sc2mod.com/board/index.php?page=Thread&threadID=158 Weapon tutorial, all basic aspects of weapon in data editor] (Flirer, ''Sc2Mod.com'')
  
 
[[Category:Stubs]]
 
[[Category:Stubs]]

Revision as of 12:35, 22 November 2010

Weapons are objects that are attached to units in order for them to use their basic attacks. Most units in StarCraft 2 (exceptions being the Overlord, Infestor, High Templar, etc.) have a weapon, and therefore an attack.

Using a combination of Effects, Actors, and Units, weapons can have very different effects. These effects dictate how the weapon works.

Weapon Effects

Most commonly, all weapons have a Damage Effect. Some weapons have a Launch Missile effect. This missile Effect then links to the Damage Effect that will trigger on impact. Another interesting thing to note is that if you want your unit to have multiple attacks, it will need a Create Persistent Effect. This Effect links to the "Launch Missile" which it will create persistently (or 'multiple times'). Weapons can also utilize a Set Effect, which is basically a fancy way of making a group of effects.

Examples

  • Marine - Gauss Rifle has a "Damage" effect which does 6 damage.
  • Phase Cannon - Photon Cannon has both a Launch Missile and a Damage Effect.
  • Missile Turret - Longbolt Missile has this Create Persistent, which causes the Launch Missile Effect to be triggered twice.
  • Marauder - Punisher Grenade. The weapon launches missiles (the projectile), and triggers the Set on impact. The Set contains an Apply Behavior Effect and a Damage Effect. When we upgrade our "Marauders - Concussive Shells," the Apply Behaviour Effect (contained within the Set) is activated. Thus all targets hit by the Marauder's attack are slowed.

Movers

Every Launch Missile Effect requires a Mover field. The Mover contains a lot of information about how the projectile works. You can edit the speed at which it travels, the rate at which it accelerates, and even how the missile will move along ht path before reaching its target.

Actions and Actors

A weapon won't make sounds unless you have properly linked a Combat Action (and its associated Sounds) to trigger when the Weapon is used.

See Also