I've got air units with multiple heights, and I wanna make a viking (with a strafe weapon) and a scourge (melee suicide weapon) change it's height when attacking each unit or at least look like it moves changing it's height, I believe it can be done with a mover that changes this on the unit and it would force it move up and down when strafing.
What mover and how to configure it?
Is there a way to make the fighter change it's height depending on the unit it attacks, maybe lower when attacking ground units like a bombing run and rising to attack a battlecruiser from above?
Rollback Post to RevisionRollBack
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As for your problem, you can use behaviors to modify the height of the units. Apply behaviors according to the height of the target unit, or change the height directly via trigger.
Also make sure you handle 2 units shooting at each other, so they do not both change their heights over and over.
Sorry about reposting...
I'll guess i'll clarify on this. Fighters (mutas and vikings) are in height 6, bombers (banshees) in 4 and battlecruisers in 8. Only fighters will have to change their height to 4 to attack banshees and to 10 to attack battlecruisers while remaining on 6 to fight themselves, therefore any conflict in fighters changing their height constanly wouldn't exist since i'd use a unit type validator to enable behaviors.
Let's say i have 3 weapons with 2 behaviors, one for fighters (does nothing), one for bombers (lowers) and one for cruisers (rises).
Now, my next question is about the behaviors, i think you mean like the "loki undock" behavior right? they should be applied to the fighter unit with a validator like unit is attacking (not sure that even exists) or each weapon itself applies it somehow to the fighter?
I guess it's the second one, where do i put the behavior in the weapon?
Thanks again for your help.
Rollback Post to RevisionRollBack
I like the lore. Check my latest projects at:
My Profile and My Team
Common practice would be to make the weapon launch a Set effect containing the original launch effect and an Apply Behavior effect set to target the Caster Unit. If the original launch effect already is a Set or Persistent you just add the Apply Behavior effect to it. (Persistent: use the Effect-Initial field)
Since the buff is applied through the weapon you have access to its entire scope, so you can make a "Caster attacking Target" validator.
Edit: A better copy-source for the buff itself would be Graviton Beam or the Psionic Shockwave ability from the campaign, the Loki only uses a single Modify Unit effect iirc.
I've got air units with multiple heights, and I wanna make a viking (with a strafe weapon) and a scourge (melee suicide weapon) change it's height when attacking each unit or at least look like it moves changing it's height, I believe it can be done with a mover that changes this on the unit and it would force it move up and down when strafing.
What mover and how to configure it? Is there a way to make the fighter change it's height depending on the unit it attacks, maybe lower when attacking ground units like a bombing run and rising to attack a battlecruiser from above?
I'll be back to the forums in a couple of hours, any help please..
Don't doublepost please, there is an edit button.
As for your problem, you can use behaviors to modify the height of the units. Apply behaviors according to the height of the target unit, or change the height directly via trigger.
Also make sure you handle 2 units shooting at each other, so they do not both change their heights over and over.
@Kueken531: Go
Sorry about reposting... I'll guess i'll clarify on this. Fighters (mutas and vikings) are in height 6, bombers (banshees) in 4 and battlecruisers in 8. Only fighters will have to change their height to 4 to attack banshees and to 10 to attack battlecruisers while remaining on 6 to fight themselves, therefore any conflict in fighters changing their height constanly wouldn't exist since i'd use a unit type validator to enable behaviors.
Let's say i have 3 weapons with 2 behaviors, one for fighters (does nothing), one for bombers (lowers) and one for cruisers (rises).
Now, my next question is about the behaviors, i think you mean like the "loki undock" behavior right? they should be applied to the fighter unit with a validator like unit is attacking (not sure that even exists) or each weapon itself applies it somehow to the fighter?
I guess it's the second one, where do i put the behavior in the weapon?
Thanks again for your help.
Common practice would be to make the weapon launch a Set effect containing the original launch effect and an Apply Behavior effect set to target the Caster Unit. If the original launch effect already is a Set or Persistent you just add the Apply Behavior effect to it. (Persistent: use the Effect-Initial field)
Since the buff is applied through the weapon you have access to its entire scope, so you can make a "Caster attacking Target" validator.
Edit: A better copy-source for the buff itself would be Graviton Beam or the Psionic Shockwave ability from the campaign, the Loki only uses a single Modify Unit effect iirc.
@Photoloss: Go
Done, this works perfectly. Thank you so much.