I want these units to fly in circles around the owner.
And I'd like to avoid triggers if at all possible.
In order to do this, because they have a satisfactory motion when I turn the owner unit, I decided that I should perhaps add another (invisible or otherwise) unit as an external magazine which stays with the base unit, and that sub-unit should be the one to spawn the robotic drones. This part would be easy enough for me.
And then I would simply have to make that sub-unit rotate in place. But is there a way to make a unit rotate in place? Can I use a site operator for this, and if so, does it change the actual sub-unit's facing if I use an explicit rotation actor?
Strafe is one of the three kinds of weapon look at the wiki if you do not know. I would advise a create persistent to make a periodic effect with offsets in a circle that uses the Issue Order effect to odere the ammo unit to move in a circle.
Regarding your suggestion: If the owner moves while one of the ammo unit's move commands are active, the ammo unit will stop moving that direction, which means its circle will end up being offset. Rather than continuing to circle the owner, it might be circling BEHIND the owner. The "Recall" setting for the arm magazine ability would also need to be changed because it prevents the unit from moving more than a tiny amount before being forced back into its location as specified by the hangar ability.
Let's see... I would have to create a behavior that runs a periodic search to determine if the ammo unit is still within leash range of the owner. If it was not, I would have to disable the behavior that causes it to fly in circles, then command it to move back to the owner unit offset by the starting location for its circling behavior. This wouldn't look good while the parent unit is moving.
Is there some way to use the "Turn" command from the Move ability to make the invisible unit from my idea turn, perhaps?
Was thinking of having the circular persistent being emitted by the host unit and targeting the ammo unit maybe with a search area and ordering them to that point of the search. An alternative could be to have your ammo units on a very close leash so that they are under the host unit and give them a 0 opacity using actor events with a model that has a TurretZ attachment point that you can then get to spin when idle using the turrets data type and a turret actor. You could then attach the visuals for the ammo unit onto the turret as an attachment with an offset using the SOp (Offset) actor.
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Contribute to the wiki (Wiki button at top of page) Considered easy altering of the unit textures?
I have a unit with external magazine units.
I want these units to fly in circles around the owner.
And I'd like to avoid triggers if at all possible.
In order to do this, because they have a satisfactory motion when I turn the owner unit, I decided that I should perhaps add another (invisible or otherwise) unit as an external magazine which stays with the base unit, and that sub-unit should be the one to spawn the robotic drones. This part would be easy enough for me.
And then I would simply have to make that sub-unit rotate in place. But is there a way to make a unit rotate in place? Can I use a site operator for this, and if so, does it change the actual sub-unit's facing if I use an explicit rotation actor?
Or perhaps is there an easier way?
add a STAIFE mover to your unit ( look at interceptors)
The only mover I'm seeing on the Interceptor is "Fly". (Also, I cloned my unit from the interceptor in the first place.)
hmmm, theres a Straif Flag somewhere . maybe its not the mover but the actual Unit . your tryign to make does drones move like intercepter right?
I have something similar but i use mutas and it worked fine.
No, I want them to fly in circles around the owner unit, as shown by the green arrows in my second image. They should never stop.
Also, what you're thinking of is "strafe." :P
Strafe is one of the three kinds of weapon look at the wiki if you do not know. I would advise a create persistent to make a periodic effect with offsets in a circle that uses the Issue Order effect to odere the ammo unit to move in a circle.
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
Regarding your suggestion: If the owner moves while one of the ammo unit's move commands are active, the ammo unit will stop moving that direction, which means its circle will end up being offset. Rather than continuing to circle the owner, it might be circling BEHIND the owner. The "Recall" setting for the arm magazine ability would also need to be changed because it prevents the unit from moving more than a tiny amount before being forced back into its location as specified by the hangar ability.
Let's see... I would have to create a behavior that runs a periodic search to determine if the ammo unit is still within leash range of the owner. If it was not, I would have to disable the behavior that causes it to fly in circles, then command it to move back to the owner unit offset by the starting location for its circling behavior. This wouldn't look good while the parent unit is moving.
Is there some way to use the "Turn" command from the Move ability to make the invisible unit from my idea turn, perhaps?
Was thinking of having the circular persistent being emitted by the host unit and targeting the ammo unit maybe with a search area and ordering them to that point of the search. An alternative could be to have your ammo units on a very close leash so that they are under the host unit and give them a 0 opacity using actor events with a model that has a TurretZ attachment point that you can then get to spin when idle using the turrets data type and a turret actor. You could then attach the visuals for the ammo unit onto the turret as an attachment with an offset using the SOp (Offset) actor.
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