I've got a unit with multiple weapons. Got them all working together nicely, but I want to try something with one of them: I want the unit to only fire the weapon when directly ordered to attack a specific target. No attack-moving, no automatically returning fire. It *only* fires when you click right on the target.
So far I've tried setting the weapon scan range to 0, that didn't do it. Tried unflagging "Can Initiate Attack" and it wouldn't fire at all.
Any other suggestions?
Edit: Nevermind, figured it out. Unflagged the four player-types (Ally, Enemy, Player, Neutral) in the weapon's Scan Filters and it works like a charm now.
I wanted the unit to be able to fire other weapons, though.
As it turns out, scan filters seem to only determine whether the unit attacks in the first place. If it has another weapon without scan filters, that weapon will make it attack and then the weapon with scan filters will chime in anyway. I wound up having to use Behaviors to disable the weapon.
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I've got a unit with multiple weapons. Got them all working together nicely, but I want to try something with one of them: I want the unit to only fire the weapon when directly ordered to attack a specific target. No attack-moving, no automatically returning fire. It *only* fires when you click right on the target.
So far I've tried setting the weapon scan range to 0, that didn't do it. Tried unflagging "Can Initiate Attack" and it wouldn't fire at all.
Any other suggestions?
Edit: Nevermind, figured it out. Unflagged the four player-types (Ally, Enemy, Player, Neutral) in the weapon's Scan Filters and it works like a charm now.
Could also have just given it a behaviour like the Ghost's Hold Fire that makes the unit passive.
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
I wanted the unit to be able to fire other weapons, though.
As it turns out, scan filters seem to only determine whether the unit attacks in the first place. If it has another weapon without scan filters, that weapon will make it attack and then the weapon with scan filters will chime in anyway. I wound up having to use Behaviors to disable the weapon.