In want to create a carrier-like unit that has multiple interceptors, where each interceptor will attack a different target.
At first i've done this using validators, by applying a behavior on a unit that is hit. This will result in the carrier targeting multiple units consecutively, with all interceptors moving to the next target, but with only one shooting.
That works fine, until you introduce multiple carriers, i cant find a way using validators to spread out the interceptors on different targets, so that each target has rougly the same amount of interceptors on it. Not without using a whole lot of search area validators anyway, which makes my computer lag bad when there are multiple carriers around.
I was wondering if anyone knows of a way around this problem? I've tried using multiple weapons with each doing a random target sort, but this doesn't seem to work, each interceptor will attack the same target.
I don't know how you set it up to work with behaviors, but could you change it for markers, and a no marker validator? If you can, it will work even with multiple carriers.
The Arm Magazine ability automatically sets all units on the weapon target. You could give the interceptors a behaviour with an Issue Order effect that forces them on different targets and give the carrier a weapon disabling buff when all interceptors are launched. I do not think the marker idea will work as the interceptors will be ordered to that unit even if they cannot attack it.
You could try having a no weapon dummy unit that is created by the weapon effect that creates the interceptors with them as an external ammo allowing them to choose their own targets but I do not know how you would recall them.
I second this request, I've been trying to get even 1 carrier to spread its interceptors between multiple targets with no luck yet. Any one actually got it to work? Search area effect linked to the carrier's weapon is useless for this from what I've found. I'll try and tool around with dummy units/behaviors whatnot see if anything comes of it.
Bump! There has to be a way to prevent the interceptors (of a single carrier even) from congregating on the same target. We are basically looking to turn their role from attack fodder into damage distributor.
Just to be clear, the problem is not forcing the interceptors to do something. The problem is finding an efficient method to determine who should attack what.
Have you tried putting a behavior with a search area on the Interceptors themselves? Give it a large radius, have it return a random unit from the search results, and have the effect be to issue an attack order to the Interceptor.
I'm fairly certain it's possible to issue orders to individual units from a Hangar. In my TD, I lazily left the command card intact and the units selectable from the Hangar unit, and players can control them if they click fast enough.
I'm not sure if it's possible to return a random unit from a search result, as I've never tried. I'm optimistic that it is.
I finally got something I'm happy with. It turns out that it's actually quite simple (what a shocker). In the ability carrier - hangar, I simply removed the flag "retarget". This allowed me to apply the random target attack order to each interceptor. Simply link the effect -> launch in carrier - hangar to your random target sort -> issue order effects.
Only potential downside I see is that it still tends to concentrate the interceptors on the first target until it's dead, then it begins to spread them out more or less evenly.
In want to create a carrier-like unit that has multiple interceptors, where each interceptor will attack a different target. At first i've done this using validators, by applying a behavior on a unit that is hit. This will result in the carrier targeting multiple units consecutively, with all interceptors moving to the next target, but with only one shooting.
That works fine, until you introduce multiple carriers, i cant find a way using validators to spread out the interceptors on different targets, so that each target has rougly the same amount of interceptors on it. Not without using a whole lot of search area validators anyway, which makes my computer lag bad when there are multiple carriers around.
I was wondering if anyone knows of a way around this problem? I've tried using multiple weapons with each doing a random target sort, but this doesn't seem to work, each interceptor will attack the same target.
@Popobawa: Go
I don't know how you set it up to work with behaviors, but could you change it for markers, and a no marker validator? If you can, it will work even with multiple carriers.
The Arm Magazine ability automatically sets all units on the weapon target. You could give the interceptors a behaviour with an Issue Order effect that forces them on different targets and give the carrier a weapon disabling buff when all interceptors are launched. I do not think the marker idea will work as the interceptors will be ordered to that unit even if they cannot attack it.
You could try having a no weapon dummy unit that is created by the weapon effect that creates the interceptors with them as an external ammo allowing them to choose their own targets but I do not know how you would recall them.
Contribute to the wiki (Wiki button at top of page) Considered easy altering of the unit textures?
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I second this request, I've been trying to get even 1 carrier to spread its interceptors between multiple targets with no luck yet. Any one actually got it to work? Search area effect linked to the carrier's weapon is useless for this from what I've found. I'll try and tool around with dummy units/behaviors whatnot see if anything comes of it.
Bump! There has to be a way to prevent the interceptors (of a single carrier even) from congregating on the same target. We are basically looking to turn their role from attack fodder into damage distributor.
Just to be clear, the problem is not forcing the interceptors to do something. The problem is finding an efficient method to determine who should attack what.
@Karawasa: Go
Have you tried putting a behavior with a search area on the Interceptors themselves? Give it a large radius, have it return a random unit from the search results, and have the effect be to issue an attack order to the Interceptor.
I'm fairly certain it's possible to issue orders to individual units from a Hangar. In my TD, I lazily left the command card intact and the units selectable from the Hangar unit, and players can control them if they click fast enough.
I'm not sure if it's possible to return a random unit from a search result, as I've never tried. I'm optimistic that it is.
I finally got something I'm happy with. It turns out that it's actually quite simple (what a shocker). In the ability carrier - hangar, I simply removed the flag "retarget". This allowed me to apply the random target attack order to each interceptor. Simply link the effect -> launch in carrier - hangar to your random target sort -> issue order effects.
Only potential downside I see is that it still tends to concentrate the interceptors on the first target until it's dead, then it begins to spread them out more or less evenly.