Hi, I am trying to make snipe usable on empty places (ex you miss when trying to shoot a zergling but it still costs you mana and show the bullet) please help.
This should work easily enough by making the snipe ability use a different effect - a new Set effect that contains the Snipe damage effect, and making sure the Set has Target Location Type set to Unit Or Point.
If the radius is small then it's easy to miss even when you click on the unit, if it's large then it's hard to pick one unit. This makes it so you can't possibly miss after clicking on a unit, and pick targets exactly.
hey thanks for all the answers but if somone could actualy tell me what to change to make it work (and i mean being able to aim at other points than zergling) because I probably wont get where to go if you tell me random stuff without explaining as I am fairly new to the editor.
Remove the prepare time from snipe. Replace it with a persistent with a duration equal to snipe's prepare time. You'll need to correct the ghost's animations and prevent it from attacking during. Don't tick channel, else snipe will cancel if the target dies. Add a validator to make sure the ghost is alive at the end of the persistent, and perhaps a range validator so that you're not sniping mass-recalled zealots that are 300 tiles away.
Hi, I am trying to make snipe usable on empty places (ex you miss when trying to shoot a zergling but it still costs you mana and show the bullet) please help.
@pokenoufl: Go
Do you mean that you want it to be possible to target a point other than the zergling, or you just want it to miss every now and then?
This should work easily enough by making the snipe ability use a different effect - a new Set effect that contains the Snipe damage effect, and making sure the Set has Target Location Type set to Unit Or Point.
Why making set effect? Just change location of the snipe damage effect to target point and add small area to this effect
@abvdzh: Go
If the radius is small then it's easy to miss even when you click on the unit, if it's large then it's hard to pick one unit. This makes it so you can't possibly miss after clicking on a unit, and pick targets exactly.
Tried a colliding 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
You can define how many units to pick radius doesnt matter. Just set count to 1
hey thanks for all the answers but if somone could actualy tell me what to change to make it work (and i mean being able to aim at other points than zergling) because I probably wont get where to go if you tell me random stuff without explaining as I am fairly new to the editor.
Thanks
Remove the prepare time from snipe. Replace it with a persistent with a duration equal to snipe's prepare time. You'll need to correct the ghost's animations and prevent it from attacking during. Don't tick channel, else snipe will cancel if the target dies. Add a validator to make sure the ghost is alive at the end of the persistent, and perhaps a range validator so that you're not sniping mass-recalled zealots that are 300 tiles away.
@TyaStarcraft: Go
..what?
@pokenoufl: Go
Look in modified fields in this map. For slow bullets you may want to use a bit more complex setup, with collision detection, then you go and check this http://www.sc2mapster.com/forums/resources/tutorials/17154-data-colliding-projectiles/ tutorial
Which part confused you?
@abvdzh: Go
Thanks work perfectly