I tried using a trigger to "Make (Damaging unit) face (Position of (Triggering unit)) over 0.1 seconds, and loop that every .05 seconds for about 17 iterations which would approximately be the cooldown period for the marine's attack, and I tried fiddling with these numbers but the whole thing still looks very clunky and this trigger also interferes with giving the units a new command.
I've seen the AI in the campaign switch to my low health units before, so I know the functionality is in here somewhere, just don't know why everything has to be so impossible to find :\ Thanks in advance for any help/suggestions!
Issue Order effect, wow how did I miss that :D That solved it, and in such a better fashion than having to put a switch effect into every weapon that I wanted to be able to utilize this buff. And in case anyone wants to know, the only other tweak I had to make was to add a validator to the Issue Order "Attack" effect, that validated that the Source unit was attacking, otherwise the buff would attempt to perpetually override any other command given to the unit.
I'm trying to set up a simple buff that forces affected units to attack the lowest health enemy unit that's in range. I saw two old threads on here (http://www.sc2mapster.com/forums/development/data/13501-unit-reaquiring-random-target-after-each-shot/#p11 and http://www.sc2mapster.com/forums/development/data/16588-weapons-target-sort-field/) that were related to my issue and I've got it all to work, however, even though the damage effect is being appropriately applied to the correct target it seems the weapon's "acquire" functionality is still based on distance and thus the unit ends up facing the wrong direction.
I tried using a trigger to "Make (Damaging unit) face (Position of (Triggering unit)) over 0.1 seconds, and loop that every .05 seconds for about 17 iterations which would approximately be the cooldown period for the marine's attack, and I tried fiddling with these numbers but the whole thing still looks very clunky and this trigger also interferes with giving the units a new command.
I've seen the AI in the campaign switch to my low health units before, so I know the functionality is in here somewhere, just don't know why everything has to be so impossible to find :\ Thanks in advance for any help/suggestions!
Tried a buff that has a search which issue orders attack?
Contribute to the wiki (Wiki button at top of page) Considered easy altering of the unit textures?
https://www.sc2mapster.com/forums/resources/tutorials/179654-data-actor-events-message-texture-select-by-id
https://media.forgecdn.net/attachments/187/40/Screenshot2011-04-17_09_16_21.jpg
Issue Order effect, wow how did I miss that :D That solved it, and in such a better fashion than having to put a switch effect into every weapon that I wanted to be able to utilize this buff. And in case anyone wants to know, the only other tweak I had to make was to add a validator to the Issue Order "Attack" effect, that validated that the Source unit was attacking, otherwise the buff would attempt to perpetually override any other command given to the unit.
Thank you so much DrSuperEvil!
Why do I feel like the reaper of forum threads...
Contribute to the wiki (Wiki button at top of page) Considered easy altering of the unit textures?
https://www.sc2mapster.com/forums/resources/tutorials/179654-data-actor-events-message-texture-select-by-id
https://media.forgecdn.net/attachments/187/40/Screenshot2011-04-17_09_16_21.jpg