How can I make so a siege unit can target the ground and shoot missiles at the ground, as if it was using it´s normal attack?
For example a catapult. The catapult can A-move on the map. If enemy units comes in range it will start attacking them. Just as a normal unit works. But the catapult can also attack the ground itself, if I order it to attack a certain spot.
It is important that the "attack-target-spot-ability" is linked to the weapon cooldown, so to say. If it attacks, the ability gets a 4 second cooldown. If it uses the ability, the attack gets a 4 second cooldown.
I think you just need to change the Launch Missile effect's impact from Target Unit to Target Point.
However, if you want the missile to follow units when it's fired at units, you'll need to use a Switch effect which picks one out of two Launch Missile effects depending on whether the target is a point or a unit.
I think you just need to change the Launch Missile effect's impact from Target Unit to Target Point.
However, if you want the missile to follow units when it's fired at units, you'll need to use a Switch effect which picks one out of two Launch Missile effects depending on whether the target is a point or a unit.
Yea, I have the impact effect at "Target point", so it will attack enemy units but the missile will impact at the ground where the unit stood at. It does not follow units, so the missile can be dodged. Which is good!
But I want the catapult being able to shoot at the ground. (So the catapult player can aim at locations)
If you are using a weapon on your catapult unit, then no.
However, if you are using an ability to fire your catapult, then you can use the ability type "effect - target". That will create an aiming cursor the player can use to target the ground when activated.
If you are using a weapon on your catapult unit, then no.
However, if you are using an ability to fire your catapult, then you can use the ability type "effect - target". That will create an aiming cursor the player can use to target the ground when activated.
Can a ability be added, with a cursor, that orders the unit to fire it´s weapon to the targeted area?
Using the "effect - target" ability type changes the cursor automatically. You can also set the "cursor - effect" field to a search effect, and this will highlight the units in range of the search as well. This is how, for example, the ghost nuke ability works.
This is the last major ability I need in order to get my map to work. But this ability is causing me some headache.
A try to get a seperate ability added to the "catapult" to make it able to use the ability to target the ground. The ability itself orders the unit to attack that spot.
So it can´t attack normal and 0.5 seconds later use the ability on the ground! The ability needs to be linked to the weapon cooldown, so to say. If it attacks, the ability gets a 4 second cooldown. If it uses the ability, the attack gets a 4 second cooldown.
Anyone wanna write some basic step by step instructions?
(I think I try to make it harder then it needs to be. The more I work on it, the worse it works.:p)
Have the attack/weapon also apply a buff on the catapult, that disables the ability for 4 seconds.
Have the ground attacking ability apply a buff on the catapult, that disables the main weapon for 4 seconds.
So... no matter if it uses the weapon or the ability, it gets a 4 second "cooldown". You can use the same buff, just disable both the weapon & the abiliity.
Have the attack/weapon also apply a buff on the catapult, that disables the ability for 4 seconds.
Have the ground attacking ability apply a buff on the catapult, that disables the main weapon for 4 seconds.
So... no matter if it uses the weapon or the ability, it gets a 4 second "cooldown". You can use the same buff, just disable both the weapon the abiliity.
Ah, smart!
But will the ability itself order the unit to attack target spot, or is the ability a seperate thing that launches a missile.. which makes it look like the normal weapon is being used?
For example, lets say that the Battlecruiser has an attack that looks exactly like a Yamato gun. If I want it to target the ground, I click the button "Bombard the ground!" and targets a spot, which makes the BC shoot a yamato shot there via the Yamato Gun ability.. It looks like a normal attack, but it is not.. ;)
I'm basically thinking like, Warcraft 3. Catapults were powerful, but if you wanted to be sneaky, you could also attack the ground, removing trees and creating another path to come at your enemy unexpectedly.
Have the attack/weapon also apply a buff on the catapult, that disables the ability for 4 seconds.
Have the ground attacking ability apply a buff on the catapult, that disables the main weapon for 4 seconds.
So... no matter if it uses the weapon or the ability, it gets a 4 second "cooldown". You can use the same buff, just disable both the weapon the abiliity.
I have created this ability with the buffs! It works great.
But there is one thing that causes some headache..
If I attack, the buff disables the ability for X seconds. This makes it impossible to target anything via the ability, since the catapult will just auto attack the enemy as soon as the cooldown is finished.
In WC3, despite your catapults auto-fired at the enemy, you could still target the ground and the NEXT shot from the catapult would target that spot.
How can I overcome this?
To clearify; you can never use the ability in combat since the catapult auto-attacks the enemy as soon as the cooldown finishes.
Have on Behavior: Effect Expire, do an Issue Order on the Catapult to Stop? Likely wouldn't work...
Or... Give the Catapult Weapon a 4.x second cooldown? So that if you DID use the weapon first and the buff expires, you still have a tiny window of opportunity to decide if you want to bombard or just continue with the auto-target/attack.
Have on Behavior: Effect Expire, do an Issue Order on the Catapult to Stop? Likely wouldn't work...
Or... Give the Catapult Weapon a 4.x second cooldown? So that if you DID use the weapon first and the buff expires, you still have a tiny window of opportunity to decide if you want to bombard or just continue with the auto-target/attack.
There are many possibilities.
Hm.. The problem is that the attack & bombard ability is a kinda fast attack, with low cooldown. If players shall get time to react there needs to be a 2-3 seconds difference between the bombard & the normal attack. In this case I have to rework and rethink my "catapult". Its not a big deal, that is easy to do.
Sorry for constantly bumping this thread, but the current solution, to disable the attack and the ability via buffs, does not work so well. Players have a brief window of time to select where to shoot before the catapult auto-attacks. It gets really messy.
I try to archieve:
- The catapult can use the ability to target the ground, despite it has already attacked. The missile of the spell will launch as soon as the cooldown of the attack reaches 0.
- If the catapult attacks, the ability won´t launch until the cooldown is 0 at the attack. But it can still use the ability to target a spot.
I gave this a shot by using a dummy unit. Basically, you have your attack ground ability, which targets a point. It creates an invisible, invulnerable, unselectable but targetable unit, which gets ignored by enemies. Then it orders your unit to attack the dummy. Also, the unit has a timed life, which gets refreshed, every time you attack it; I modified the weapon to do this. The timed life needs to be longer than the maximum recharge time of the weapon.
So you attack ground with your standard weapon, no issues with the cooldown; the caster keeps attacking the ground until he is interrupted or gets another order, the dummy disappears shortly after the caster stops attacking it. Seems to work quite well.
Downside would obviously be the need for a dummy unit, but since it is invisible and gets removed, its not a big deal.
This is what I am looking for. But there are two problems that I still can´t get to work. I´ve tried lots of stuff, but to keep a long story short I will just describe my issues and not what I´ve tried to do.
1. How can I make the unit just attack target ground one time? If I want to attack the same spot more then once I need to click Attack Ground there each time.
2. If I have more than 1 catapult selected and choose "Attack Ground" only 1 catapult respond to that order. For example, I select 5 catapults, spam Attack Ground on 5 locations. Only 1 catapults turns towards the 5 locations and attacks the last. How can this be fixed?
How can I make so a siege unit can target the ground and shoot missiles at the ground, as if it was using it´s normal attack?
For example a catapult. The catapult can A-move on the map. If enemy units comes in range it will start attacking them. Just as a normal unit works. But the catapult can also attack the ground itself, if I order it to attack a certain spot.
It is important that the "attack-target-spot-ability" is linked to the weapon cooldown, so to say. If it attacks, the ability gets a 4 second cooldown. If it uses the ability, the attack gets a 4 second cooldown.
Any ideas how to make this?
@Kabelkorven: Go
I think you just need to change the Launch Missile effect's impact from Target Unit to Target Point.
However, if you want the missile to follow units when it's fired at units, you'll need to use a Switch effect which picks one out of two Launch Missile effects depending on whether the target is a point or a unit.
Yea, I have the impact effect at "Target point", so it will attack enemy units but the missile will impact at the ground where the unit stood at. It does not follow units, so the missile can be dodged. Which is good!
But I want the catapult being able to shoot at the ground. (So the catapult player can aim at locations)
Any more ideas?
@Kabelkorven: Go
Remove the ability's target filters to allow it to be used on the ground.
@Kabelkorven: Go
If you are using a weapon on your catapult unit, then no.
However, if you are using an ability to fire your catapult, then you can use the ability type "effect - target". That will create an aiming cursor the player can use to target the ground when activated.
Can a ability be added, with a cursor, that orders the unit to fire it´s weapon to the targeted area?
@Kabelkorven: Go
Using the "effect - target" ability type changes the cursor automatically. You can also set the "cursor - effect" field to a search effect, and this will highlight the units in range of the search as well. This is how, for example, the ghost nuke ability works.
The effect after the ability also needs to be able to target a point/unit.
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
This is the last major ability I need in order to get my map to work. But this ability is causing me some headache.
A try to get a seperate ability added to the "catapult" to make it able to use the ability to target the ground. The ability itself orders the unit to attack that spot.
So it can´t attack normal and 0.5 seconds later use the ability on the ground! The ability needs to be linked to the weapon cooldown, so to say. If it attacks, the ability gets a 4 second cooldown. If it uses the ability, the attack gets a 4 second cooldown.
Anyone wanna write some basic step by step instructions?
(I think I try to make it harder then it needs to be. The more I work on it, the worse it works.:p)
Anyone?
Have the attack/weapon also apply a buff on the catapult, that disables the ability for 4 seconds.
Have the ground attacking ability apply a buff on the catapult, that disables the main weapon for 4 seconds.
So... no matter if it uses the weapon or the ability, it gets a 4 second "cooldown". You can use the same buff, just disable both the weapon & the abiliity.
Ah, smart!
But will the ability itself order the unit to attack target spot, or is the ability a seperate thing that launches a missile.. which makes it look like the normal weapon is being used?
For example, lets say that the Battlecruiser has an attack that looks exactly like a Yamato gun. If I want it to target the ground, I click the button "Bombard the ground!" and targets a spot, which makes the BC shoot a yamato shot there via the Yamato Gun ability.. It looks like a normal attack, but it is not.. ;)
Bombard the ground.
I'm basically thinking like, Warcraft 3. Catapults were powerful, but if you wanted to be sneaky, you could also attack the ground, removing trees and creating another path to come at your enemy unexpectedly.
I have created this ability with the buffs! It works great.
But there is one thing that causes some headache..
If I attack, the buff disables the ability for X seconds. This makes it impossible to target anything via the ability, since the catapult will just auto attack the enemy as soon as the cooldown is finished.
In WC3, despite your catapults auto-fired at the enemy, you could still target the ground and the NEXT shot from the catapult would target that spot.
How can I overcome this?
To clearify; you can never use the ability in combat since the catapult auto-attacks the enemy as soon as the cooldown finishes.
Have on Behavior: Effect Expire, do an Issue Order on the Catapult to Stop? Likely wouldn't work...
Or... Give the Catapult Weapon a 4.x second cooldown? So that if you DID use the weapon first and the buff expires, you still have a tiny window of opportunity to decide if you want to bombard or just continue with the auto-target/attack.
There are many possibilities.
Hm.. The problem is that the attack & bombard ability is a kinda fast attack, with low cooldown. If players shall get time to react there needs to be a 2-3 seconds difference between the bombard & the normal attack. In this case I have to rework and rethink my "catapult". Its not a big deal, that is easy to do.
Perhaps there are some more smooths solutions?
Any other ways?
Sorry for constantly bumping this thread, but the current solution, to disable the attack and the ability via buffs, does not work so well. Players have a brief window of time to select where to shoot before the catapult auto-attacks. It gets really messy.
I try to archieve:
- The catapult can use the ability to target the ground, despite it has already attacked. The missile of the spell will launch as soon as the cooldown of the attack reaches 0.
- If the catapult attacks, the ability won´t launch until the cooldown is 0 at the attack. But it can still use the ability to target a spot.
Any ideas how to make this?
I gave this a shot by using a dummy unit. Basically, you have your attack ground ability, which targets a point. It creates an invisible, invulnerable, unselectable but targetable unit, which gets ignored by enemies. Then it orders your unit to attack the dummy. Also, the unit has a timed life, which gets refreshed, every time you attack it; I modified the weapon to do this. The timed life needs to be longer than the maximum recharge time of the weapon.
So you attack ground with your standard weapon, no issues with the cooldown; the caster keeps attacking the ground until he is interrupted or gets another order, the dummy disappears shortly after the caster stops attacking it. Seems to work quite well.
Downside would obviously be the need for a dummy unit, but since it is invisible and gets removed, its not a big deal.
Thank you Kueken!
This is what I am looking for. But there are two problems that I still can´t get to work. I´ve tried lots of stuff, but to keep a long story short I will just describe my issues and not what I´ve tried to do.
1. How can I make the unit just attack target ground one time? If I want to attack the same spot more then once I need to click Attack Ground there each time.
2. If I have more than 1 catapult selected and choose "Attack Ground" only 1 catapult respond to that order. For example, I select 5 catapults, spam Attack Ground on 5 locations. Only 1 catapults turns towards the 5 locations and attacks the last. How can this be fixed?
Otherwise, this is perfect!