On thing I've wanted to do for a long time was a tank weapon a little more realistic than the 100% hit success of the regular attack.
I wanted to do a weapon that attack 3 time per period (I know how to do that one) that target ground around a target in a certain radius (random hit zone).
Like a real explosive shell weapon, the damage is made the explosion radius, not the shell itself.
Anybody know how to solve some parts of my problem? I've seen many skillz doing that on online maps (City of Tempest) and wondered if it was possible to acheive the same result only in weapons effect (maybe behaviours) and data editors.
Make a persistent effect, with the flag of random offset, and set the wanted offsets in the offset field. You are limited to, i believe, 32 offsets, but that should be enough.
Ty for your answer, I didn't believed it was that simple. Since my mother language is french, I don't understand the meaning of many terms since even translated, they often are not used in their literate 1 meaning.
What exactly is an offset?
Also, for an unknown reason, it does not work with the thor javelin attack. The traps open on his shoulder plates, but he doesn't attack.
Oh wait, i failed to read your post properly, I thought you were using an AOE attack like a siege tank, which works like this, but if you are using a targeted ability, you will have to use a search effect with a max number of targets. I may be able to make a test map for this.
I seem to be unable to read today. You want the attack to shoot at the target, but without perfect accuracy?
The main change I made was making the launch missile and persistent effect target points rather than units, as persistant effects with offsets can only target points. I also checked the random periodic offset box, and set 5 periodic offsets, which are, in this case, the target's location, and 2 offset in each direction, on the axis made from the angle between the target and the Thor. It chooses a random offset from what was specified, and lauches the missile at that point. (This only works if the effect has splash damage) You may want to add more offsets for a better selection of random points, though i wish there was a way to say a radius for a random point.
I realized that you have to choose the "target - unit/point" if you want the weapon to both fire and also make the firing follow the target. it you only chose point as target, your shoot zone will not follow the enemy unit if it move while your firing.
I kinda like the feeling of this kind of weaponry, feel more realistic. I might make a tug-war / artillery kind of map. One thing is sure, it will be usefull when I will make my abilities for my current map.
For example, I want an ability that make you attack while moving at a specific distance in front of you in an random AOE. i'm sure these knowledges will be useful.
If you want to do it with triggers its much easier. For instance if you want to have a tank shoot 3 times you can just create 3 random invisible units in a radius and use a damage trigger on them to have the tank shoot AoE blasts with the main target being the proxy targets. If you want it for a non-area-of-effect attack you can just spawn an appropriate number of proxies and randomly hit any unit including the proxies.
If you want to do it with triggers its much easier. For instance if you want to have a tank shoot 3 times you can just create 3 random invisible units in a radius and use a damage trigger on them to have the tank shoot AoE blasts with the main target being the proxy targets. If you want it for a non-area-of-effect attack you can just spawn an appropriate number of proxies and randomly hit any unit including the proxies.
It's not easier. In fact, it's far more time consuming for both yourself and your processor during play.
Hello guys,
On thing I've wanted to do for a long time was a tank weapon a little more realistic than the 100% hit success of the regular attack.
I wanted to do a weapon that attack 3 time per period (I know how to do that one) that target ground around a target in a certain radius (random hit zone). Like a real explosive shell weapon, the damage is made the explosion radius, not the shell itself.
Anybody know how to solve some parts of my problem? I've seen many skillz doing that on online maps (City of Tempest) and wondered if it was possible to acheive the same result only in weapons effect (maybe behaviours) and data editors.
Tx for any usefull information.
@Claymuffin: Go
Make a persistent effect, with the flag of random offset, and set the wanted offsets in the offset field. You are limited to, i believe, 32 offsets, but that should be enough.
@Ranakastrasz: Go
Ty for your answer, I didn't believed it was that simple. Since my mother language is french, I don't understand the meaning of many terms since even translated, they often are not used in their literate 1 meaning.
What exactly is an offset?
Also, for an unknown reason, it does not work with the thor javelin attack. The traps open on his shoulder plates, but he doesn't attack.
Oh wait, i failed to read your post properly, I thought you were using an AOE attack like a siege tank, which works like this, but if you are using a targeted ability, you will have to use a search effect with a max number of targets. I may be able to make a test map for this.I seem to be unable to read today. You want the attack to shoot at the target, but without perfect accuracy?
The main change I made was making the launch missile and persistent effect target points rather than units, as persistant effects with offsets can only target points. I also checked the random periodic offset box, and set 5 periodic offsets, which are, in this case, the target's location, and 2 offset in each direction, on the axis made from the angle between the target and the Thor. It chooses a random offset from what was specified, and lauches the missile at that point. (This only works if the effect has splash damage) You may want to add more offsets for a better selection of random points, though i wish there was a way to say a radius for a random point.
@Ranakastrasz: Go
I realized that you have to choose the "target - unit/point" if you want the weapon to both fire and also make the firing follow the target. it you only chose point as target, your shoot zone will not follow the enemy unit if it move while your firing.
I kinda like the feeling of this kind of weaponry, feel more realistic. I might make a tug-war / artillery kind of map. One thing is sure, it will be usefull when I will make my abilities for my current map.
For example, I want an ability that make you attack while moving at a specific distance in front of you in an random AOE. i'm sure these knowledges will be useful.
@Claymuffin: Go
If you want to do it with triggers its much easier. For instance if you want to have a tank shoot 3 times you can just create 3 random invisible units in a radius and use a damage trigger on them to have the tank shoot AoE blasts with the main target being the proxy targets. If you want it for a non-area-of-effect attack you can just spawn an appropriate number of proxies and randomly hit any unit including the proxies.
Could always make a ballistic mover for the missile.
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
It's not easier. In fact, it's far more time consuming for both yourself and your processor during play.
@Eiviyn: Go
In my short experience of editing, thats what I would have assumed to... I think it's a batter idea to keep data and trigger as separate as possible.
And and BTW DrSuperEvil, I have NO idea what are missile movers :D