How could I go about making the siege tank inaccurate? So when it shoots, it is more like artillery and misses a lot. Also, even though there is no actual projectile, is there a way to delay the hit based on the distance as if there were a projectile?
How could I go about making projectile-based weapons also inaccurate?
Thanks. I'm not too advanced with the map editor, but I think I
understand. If anyone else also has ideas feel free to respond.
Change its range to be 40 plus, use siege breaker model (file - dependencies - campaign), make in unmoveable?, make it shoot slower and... perfect artillery :)
It's fairly simple to do this modification to the siege tank weapon.
Have the weapon launch an invisible missile. On impact, the missile starts a persistent effect, which then starts the damage effect at a random offset from impact location.
Here's a map demonstrating the various pieces. Things that might need fixing includes but are not limited to proper offsets, missile speed, effects created at target unit no matter if it hits or not.
Thank you! In the siege cannon random offset effect, is it truly random, or is it random in the sense that it is picking from one of of the periodic offsets in the list, and if so, is there a way to make it truly random within a given range?
Ok, I have been making the inaccurate siege tank in my map, and when I look in the actor/unit (don't remember which one), the mover list doesn't show the crucio shock cannon mover I made so I can't select it.
Thank you! In the siege cannon random offset effect, is it truly random, or is it random in the sense that it is picking from one of of the periodic offsets in the list, and if so, is there a way to make it truly random within a given range?
No, it is not truly random. It is merely picking from one of the periodic offsets in the list. If you want truly random you will have to make the offset in a trigger.
That can be done quite easily as well by the way. Just have the weapon start for example a set effect. This set effect will not do anything and just be a dummy starting a trigger. Create a trigger with the event Effect Used. Have one event for every player you want this to work for. Select the dummy set effect you just created.
Target point can be retrieved with Triggering Effect Point: Target Unit. Use your favorite random point in circular area function to pick a new point of impact.
Apply the damage effect at the newly selected point with Create Effect At Point (From Unit). The casting unit can be referenced with Triggering Effect Unit: Caster.
Ok, I have been making the inaccurate siege tank in my map, and when I look in the actor/unit (don't remember which one), the mover list doesn't show the crucio shock cannon mover I made so I can't select it.
You can specify the mover either for the ammo unit, or directly on the launch ability. If you can't find it, recreate it and try again. I don't know how I can help you on that one to be honest. It should be there.
Well, in this case he should probably add a duration to the persistent effect or create a new launch/mover/projectile etc ;)
Just wanted to point out, that there is no crucio shock cannon mover or something alike.
I made a mover in the example map, so just copy it. If it doesn't show up once copied, maybe you have to close the map and open it again for it to show. I don't usually copy like that so I am not sure. You could also just recreate it. It's a new mover with one motion phase. Driver set to Guidance, and Speed set to 20. (Speed is not the same as Maximum Speed or Minimum Speed. It's the initial speed)
Here's an example of the true random way of doing it like I described in the post above. Radius is set to 5, so it will rarely hit anything.
Thanks for all the help everyone, I really appreciate it! As said Kuekin, in his example he used a mover to simulate as if it was a projectile because I want there to be a delay between the shot and impact. Builder_Bob, I have been looking at your map and recreating what you did because I was not aware I could copy things between two maps. Is there an easy way to do this? Also, thank you for the trigger example, I like that much more. Even though it is inaccurate, I plan on increasing the splash range, damage, and range of the weapon. A large number of these would become a deadly weapon. :P
Oh, also, the muzzle flash and sound when the siege tank fires are gone. Is there a way to return these?
Alright, it seems that the sound and muzzle flash are still there, but they don't come out of the barrel of the tank until the impact of the round occurs.
You have to make a few changes in actor(s) for the siege tank's attack. As I don't have time to look in the editor right now I'll just take some quick guesses. Most likely both the launch and impact effects/sounds are created in the action actor. Change which effect creates the actor in the actor events (this triggers launch effects), and change which effect triggers the ActionImpact. I'll take a closer look later to help you move the impact effect from the target unit to the target point if that is not so already.
Alright, I worked on getting what was done with the tank over first. I copied everything, and it all works except the blast doesn't actually show up. I put a model on the missile to make sure it was ejecting and it is. When it hits the target nothing happens though, and I've looked around the crucio shock cannon blast effect and the trigger itself and I can't discover the problem.
Ok, I got it working, sort of. After a couple of shots it stops showing any sort of effect or doing damage what-so-ever, but the tank is still animating as if it was firing.
Alright! I've narrowed down the problem. It turns out that the tank will only shoot at stationary targets. If a unit is moving, it continues to animate as if firing, but the effect does not occur and nothing happens until the unit stops moving. It also appears that at certain ranges even if the unit is stationary it will not fire at it. Sigh. I know this is my own fault, the tank works perfectly fine on your map.
I'm sorry. That is actually my mistake when making the mover. It cannot turn, so if a unit is moving, the Crucio Shock Cannon bullet can never hit.
There are two ways to get around that problem. The first one is to set the Crucio Shock Cannon mover's Orientation Yaw, Pitch and Roll to something high like 1000. Then the missiles will always be able to turn and hit their target.
The other way is to make the missile target the point of the unit instead of the unit. To do that, change Crucio Shock Cannon Missile's Impact Location to Target Point. This second way is probably the most realistic, as the bullet wouldn't home in on the target like in the first solution. It's up to you how you want to do it.
Edit: I went ahead and fixed the delay on the effects and sounds like you mentioned.
I duplicated the Siege Tank Sieged Attack actor and made one of them the launch actor, and the other the impact actor. It might be possible to do it all in one actor, but since the launch effect and the damage effect isn't actually linked together in the effect hierarchy due to the triggering of the damage effect, I couldn't get that to work.
For the impact actor, you just have to remove two fields from Combat - Launch Assets +. Art -> set model to none. Sound -> set sound to none. This will remove any launch art or sound that was there before.
For the launch actor you will have to change two fields in Target - Impact Map +. Once in this field, click the line with index None. Click Art and remove the model. Click Sound and remove the sound. The other thing you need to change is the effect which creates the actor. At the very top where it says Attack Effect, Impact Effect and Launch Effect. Change Attack Effect to none, and Launch Effect to your Crucio Cannon's Launch Missile effect. (Note: If you change around these values to none, you will not be able to change them back to anything, and will have to modify them manually in the Events+ field. To get around that, you can make a dummy effect that doesn't get used to anything, and change the field to this dummy effect instead of none.)
Thank you. I'm sorry for putting you through all of this. Does that new map have the target point set to the point of the unit instead of the unit itself? Also, is there an easy way to see only what has been changed in a map so I can copy that over to mine? It took forever last time, and making it from scratch I get lost. I'm not too spiffy with the map editor yet.
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How could I go about making the siege tank inaccurate? So when it shoots, it is more like artillery and misses a lot. Also, even though there is no actual projectile, is there a way to delay the hit based on the distance as if there were a projectile?
How could I go about making projectile-based weapons also inaccurate?
youd have to remove the attack make an ability the ability would use a persistent effect to find ranom offsets from the targeted unit...
the random offsets would the be the "target" and it would still do spash damage .... so some times it would hit form spash damage
Thanks. I'm not too advanced with the map editor, but I think I understand. If anyone else also has ideas feel free to respond.
Change its range to be 40 plus, use siege breaker model (file - dependencies - campaign), make in unmoveable?, make it shoot slower and... perfect artillery :)
Some of that stuff I already planned on doing, but, that still leaves inaccuracy out. So for that part of it I am going to try what SouLCarveRR said.
Ok, I tried making a new ability, and I am lost. I don't know where to start.
It's fairly simple to do this modification to the siege tank weapon.
Have the weapon launch an invisible missile. On impact, the missile starts a persistent effect, which then starts the damage effect at a random offset from impact location.
Here's a map demonstrating the various pieces. Things that might need fixing includes but are not limited to proper offsets, missile speed, effects created at target unit no matter if it hits or not.
@Builder_Bob: Go
Thank you! In the siege cannon random offset effect, is it truly random, or is it random in the sense that it is picking from one of of the periodic offsets in the list, and if so, is there a way to make it truly random within a given range?
Ok, I have been making the inaccurate siege tank in my map, and when I look in the actor/unit (don't remember which one), the mover list doesn't show the crucio shock cannon mover I made so I can't select it.
No, it is not truly random. It is merely picking from one of the periodic offsets in the list. If you want truly random you will have to make the offset in a trigger.
That can be done quite easily as well by the way. Just have the weapon start for example a set effect. This set effect will not do anything and just be a dummy starting a trigger. Create a trigger with the event Effect Used. Have one event for every player you want this to work for. Select the dummy set effect you just created.
Target point can be retrieved with Triggering Effect Point: Target Unit. Use your favorite random point in circular area function to pick a new point of impact.
Apply the damage effect at the newly selected point with Create Effect At Point (From Unit). The casting unit can be referenced with Triggering Effect Unit: Caster.
You can specify the mover either for the ammo unit, or directly on the launch ability. If you can't find it, recreate it and try again. I don't know how I can help you on that one to be honest. It should be there.
The shock cannon does not use a missile, so it requires no mover. It just starts an instant damage effect.
@Kueken531: Go
He wants to delay the hit as if it was a projectile though
Well, in this case he should probably add a duration to the persistent effect or create a new launch/mover/projectile etc ;)
Just wanted to point out, that there is no crucio shock cannon mover or something alike.
@Kueken531: Go
True that, there are many ways to do it.
@Bagofsheep: Go
I made a mover in the example map, so just copy it. If it doesn't show up once copied, maybe you have to close the map and open it again for it to show. I don't usually copy like that so I am not sure. You could also just recreate it. It's a new mover with one motion phase. Driver set to Guidance, and Speed set to 20. (Speed is not the same as Maximum Speed or Minimum Speed. It's the initial speed)
Here's an example of the true random way of doing it like I described in the post above. Radius is set to 5, so it will rarely hit anything.
Thanks for all the help everyone, I really appreciate it! As said Kuekin, in his example he used a mover to simulate as if it was a projectile because I want there to be a delay between the shot and impact. Builder_Bob, I have been looking at your map and recreating what you did because I was not aware I could copy things between two maps. Is there an easy way to do this? Also, thank you for the trigger example, I like that much more. Even though it is inaccurate, I plan on increasing the splash range, damage, and range of the weapon. A large number of these would become a deadly weapon. :P
Oh, also, the muzzle flash and sound when the siege tank fires are gone. Is there a way to return these?
Alright, it seems that the sound and muzzle flash are still there, but they don't come out of the barrel of the tank until the impact of the round occurs.
@Bagofsheep: Go
You have to make a few changes in actor(s) for the siege tank's attack. As I don't have time to look in the editor right now I'll just take some quick guesses. Most likely both the launch and impact effects/sounds are created in the action actor. Change which effect creates the actor in the actor events (this triggers launch effects), and change which effect triggers the ActionImpact. I'll take a closer look later to help you move the impact effect from the target unit to the target point if that is not so already.
Hope you figure it out.
Alright, I worked on getting what was done with the tank over first. I copied everything, and it all works except the blast doesn't actually show up. I put a model on the missile to make sure it was ejecting and it is. When it hits the target nothing happens though, and I've looked around the crucio shock cannon blast effect and the trigger itself and I can't discover the problem.
Ok, I got it working, sort of. After a couple of shots it stops showing any sort of effect or doing damage what-so-ever, but the tank is still animating as if it was firing.
Alright! I've narrowed down the problem. It turns out that the tank will only shoot at stationary targets. If a unit is moving, it continues to animate as if firing, but the effect does not occur and nothing happens until the unit stops moving. It also appears that at certain ranges even if the unit is stationary it will not fire at it. Sigh. I know this is my own fault, the tank works perfectly fine on your map.
Bump.
I'm sorry. That is actually my mistake when making the mover. It cannot turn, so if a unit is moving, the Crucio Shock Cannon bullet can never hit.
There are two ways to get around that problem. The first one is to set the Crucio Shock Cannon mover's Orientation Yaw, Pitch and Roll to something high like 1000. Then the missiles will always be able to turn and hit their target.
The other way is to make the missile target the point of the unit instead of the unit. To do that, change Crucio Shock Cannon Missile's Impact Location to Target Point. This second way is probably the most realistic, as the bullet wouldn't home in on the target like in the first solution. It's up to you how you want to do it.
Edit: I went ahead and fixed the delay on the effects and sounds like you mentioned.
I duplicated the Siege Tank Sieged Attack actor and made one of them the launch actor, and the other the impact actor. It might be possible to do it all in one actor, but since the launch effect and the damage effect isn't actually linked together in the effect hierarchy due to the triggering of the damage effect, I couldn't get that to work.
For the impact actor, you just have to remove two fields from Combat - Launch Assets +. Art -> set model to none. Sound -> set sound to none. This will remove any launch art or sound that was there before.
For the launch actor you will have to change two fields in Target - Impact Map +. Once in this field, click the line with index None. Click Art and remove the model. Click Sound and remove the sound. The other thing you need to change is the effect which creates the actor. At the very top where it says Attack Effect, Impact Effect and Launch Effect. Change Attack Effect to none, and Launch Effect to your Crucio Cannon's Launch Missile effect. (Note: If you change around these values to none, you will not be able to change them back to anything, and will have to modify them manually in the Events+ field. To get around that, you can make a dummy effect that doesn't get used to anything, and change the field to this dummy effect instead of none.)
Thank you. I'm sorry for putting you through all of this. Does that new map have the target point set to the point of the unit instead of the unit itself? Also, is there an easy way to see only what has been changed in a map so I can copy that over to mine? It took forever last time, and making it from scratch I get lost. I'm not too spiffy with the map editor yet.