When an enemy unit comes close to the Spider Mine, it unburrows and follows the target. But if the enemy unit moves to far away from the spider mine, the spider mine will just burrow back again. It won´t follow it´s target.
Anyone knows how to change the range a spider mine will follow it´s target?
Spidermine needs vision of the target -> raise the sight range of unburrowed spidermine from 4 to whatever you need.
The game's radius for automatic following is 21. You can alter that value in the game settings, but the changes apply to every unit ingame.
So, if you want to let it follow the unit forever without altering all units, you might need to use an ability that casts itself, if a targetable enemy is near. Its effect should be that the spidermine is ordered to attack the target unit.
Then it has a real command and tries to fulfill it until the enemy is out of vision or the path is blocked or the target unit died. You might need to alter that, too.
I'm not sure what the automatic cast of the burrow ability does. It doesn't make sense in my head atm. :S
Done that. All it does is that it reacts to enemy units at a greater distance, but they still just burrow again if the enemy moves away to fast.
All I try to do is to make the spider mine be unburrowed 1-2 seconds before it start to chase it´s target. (So the enemy players can react and split their units.)
I managed to make the spider mine unburrow 2 seconds, but if the enemy moves away before these 2 seconds, the spider mine just burrows back again. : /
When an enemy unit comes close to the Spider Mine, it unburrows and follows the target. But if the enemy unit moves to far away from the spider mine, the spider mine will just burrow back again. It won´t follow it´s target.
Anyone knows how to change the range a spider mine will follow it´s target?
Spidermine needs vision of the target -> raise the sight range of unburrowed spidermine from 4 to whatever you need.
The game's radius for automatic following is 21. You can alter that value in the game settings, but the changes apply to every unit ingame.
So, if you want to let it follow the unit forever without altering all units, you might need to use an ability that casts itself, if a targetable enemy is near. Its effect should be that the spidermine is ordered to attack the target unit.
Then it has a real command and tries to fulfill it until the enemy is out of vision or the path is blocked or the target unit died. You might need to alter that, too.
I'm not sure what the automatic cast of the burrow ability does. It doesn't make sense in my head atm. :S
Done both of these things. The spider mine is still stupid. Unburrows and burrows back again if the enemy moves away. : /
Adjust the autocast range Morph ability.
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
Done that. All it does is that it reacts to enemy units at a greater distance, but they still just burrow again if the enemy moves away to fast.
All I try to do is to make the spider mine be unburrowed 1-2 seconds before it start to chase it´s target. (So the enemy players can react and split their units.)
I managed to make the spider mine unburrow 2 seconds, but if the enemy moves away before these 2 seconds, the spider mine just burrows back again. : /
Tried removing the Wait Until Stopped flag on the morph? Tried altering the duration on the Spider Mine Burrow First behaviour?
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