I'm not well versed in the data editor, so I'm hoping to get some assistance here.
I have a map where I use a spectre unit in the game, but there's a cinematic where I want the unit to be firing his weapon faster and have a longer range. Now, I know how to do that, but the problem is I essentially need two units. One regular for the gameplay, and another modified one for the cinematic. The data editor won't let me copy units with ctrl+C, which is fine, because I can duplicate with ctrl+U. But the problem now is that the new unit won't respond to triggers. I want him to attack, but he doesn't, which sorta leaves me in the wind, as that was the main purpose of his existance.
Anyone know of a solution? If there is a simpler way than creating two units, please feel free to share that too. I just essentially need the spectre to have a regular weapon for the gameplay, and another one with a shorter period and longer range for the cinematic.
Assuming you're using triggers to run your cinematics, what you could do is give the better weapon you want to your spectre unit using an Add Behaviour trigger, and then remove the behaviour at the end of the cinematic using a Remove Behaviour trigger and the behaviour you would use would disable the spectre's normal weapon and add the new one.
That would be much simpler. I'll see if I can't do that.
EDIT: Could you show me how do it, specificially? I tried it, but it wasn't so easy. I have created the new weapon, but I'm stuck at behaviors.
EDIT EDIT: I actually fixed it! I just had to use the "new weapon" trigger. I had some trouble at first, mainly because I used a weapon that didn't work, so I just reconfigured Tosh's weapon, which behaves mostly the same as the spectre's.
You can just apply a Buff type Behavior to your unit via trigger, then under Modification+ add a bonus to attack range, attack speed, and +2000 damage if you want to.
This is much simpler because you don't have to synch up another attack actor, and don't need a second weapon or unit. The Modification list is very extensive and Damage Responses have some more combat-specific options. You can also attach graphics (e.g. "DBZ rage aura") to the Behavior.
I'm not well versed in the data editor, so I'm hoping to get some assistance here.
I have a map where I use a spectre unit in the game, but there's a cinematic where I want the unit to be firing his weapon faster and have a longer range. Now, I know how to do that, but the problem is I essentially need two units. One regular for the gameplay, and another modified one for the cinematic. The data editor won't let me copy units with ctrl+C, which is fine, because I can duplicate with ctrl+U. But the problem now is that the new unit won't respond to triggers. I want him to attack, but he doesn't, which sorta leaves me in the wind, as that was the main purpose of his existance.
Anyone know of a solution? If there is a simpler way than creating two units, please feel free to share that too. I just essentially need the spectre to have a regular weapon for the gameplay, and another one with a shorter period and longer range for the cinematic.
Assuming you're using triggers to run your cinematics, what you could do is give the better weapon you want to your spectre unit using an Add Behaviour trigger, and then remove the behaviour at the end of the cinematic using a Remove Behaviour trigger and the behaviour you would use would disable the spectre's normal weapon and add the new one.
That would be much simpler. I'll see if I can't do that.
EDIT: Could you show me how do it, specificially? I tried it, but it wasn't so easy. I have created the new weapon, but I'm stuck at behaviors.
EDIT EDIT: I actually fixed it! I just had to use the "new weapon" trigger. I had some trouble at first, mainly because I used a weapon that didn't work, so I just reconfigured Tosh's weapon, which behaves mostly the same as the spectre's.
You can just apply a Buff type Behavior to your unit via trigger, then under Modification+ add a bonus to attack range, attack speed, and +2000 damage if you want to.
This is much simpler because you don't have to synch up another attack actor, and don't need a second weapon or unit. The Modification list is very extensive and Damage Responses have some more combat-specific options. You can also attach graphics (e.g. "DBZ rage aura") to the Behavior.
I'll try to keep that in mind next time!
The thing turned out pretty great, though!