In this tutorial, we will be creating a targetable ability for our unit that stops upon colliding with an enemy. We’ll also be using an expression to increase the damage when the target is far away.

This tutorial will cover:

1. Creating the Basic Ability


First, open the Data Window and create a new Ability called “Ability Ice Blast”.

Change the Ability type to “Target” and set the Target Range Mode to “MAX_RANGE”. This will make it so the ability always casts to the maximum range of where it’s being targeted.

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Next, let’s create a new missile effect so the ability does something.

Create a new Effect called “Ability Ice Blast Launch”. Similarly to “Hero IceMage Weapon Launch” from Tutorial 1–2, it’ll be of the Effect Type “Launch Missile”.

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After that, let’s create the actual Missile Unit. Let’s call the unit “Ability Ice Blast Missile” and set the parent to “_CMissile”.

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This will automatically generate a new Action Actor of the same name. Let’s update the model to a “Particle Animation” and change the model to “vfx_arrow_ice_missile”.

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Next, the missile will need to follow the path of the skill shot, so let’s create a new mover called “Ability Ice Blast Mover” with the “Standard Guided Missile” parent, which should also automatically change the Mover Type.

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Following that, let’s change the values. Feel free to experiment with it, but I’ll be going with: