I'm again requesting some help to the forums. This should be a relatively simple question to more experienced users.
I'm currently toying around with units that have multiple weapons and simultaneous use. So far, I've had no many problems and olders posts have helped me a ton. However, now I've encountered a problem with a modification I've been testing.
In this case, I'm modifying a 2 weapon unit (Battlecruiser) to be able to fire while moving. So far, it has worked pretty well, but I'm unable to restrict which weapons are able to fire at the same time. With my modified BC I want to be able to fire while moving (within a certain angle) but restrict so only 1 weapon is used at a time. Right now, If I modify both Battlecriuser weapons to allow to fire on the move, it suddenly can fire both weapons at the same time, while it should only be firing 1.
The following flags have been modifyied in that weapons:
Allowed movement set to Moving.
Only fire at attack target > uncheked
Only fire while attacking > unchecked
Small angle modifications for each weapon.
Bacskwing and cast points have not been touched. Linked Cooldown is checked.
Combat information, Behaviors or turret are not modified.
Multiple weapon bugs and malfunctions are relatively commons since they are a bit tricky sometimes, it would be nice if someone could hep with this.
Backswing is default 0.5, I haven't changed it, as specified on the post, for both weapons. I checked it before commiting to changes since it's known that it's pretty problematic.
Angle is arc of attack XD. Both weapons have exactly the same stats and values (except effect obviousy).
Also tested messing around with various flags, and tried the "channeling" flag. Nothing really works, the Battlecruiers effectively turned into a multishot unit. Only the flags that are relevant to shoot while moving where touched.
Thought you had both weapons firing simultaneously. A backswing prevents another weapon firing for that period. Are you wanting a weapon preference?
Sorry, I might have worded it wrong. It's just that, I have both weapons firing simultaneously despite that I have a backswing set as you indicated. I just added some arc of firing to increfase micro slightly.
I only want 1 weapon firing at a time, which shouldn't be the case. I think that the fact that one weapon is ground and the other one is air could also be influencing it.
I'd like to know how to limit how many weapons can be used at a time, and which ones (If possible). I'm also intesrested on setting weapon preferences if you can help it too :D (for future testings with multiweapons).
Check the weapon settings used by the goliath. The Scan Filters fields and Target Sorts determine target prioritisation. Weapons can always be conditionally disabled by buffs that use validators such as an Ennumerate Area.
Still the backswing should be the solution for the firing at one.
Rollback Post to RevisionRollBack
Contribute to the wiki (Wiki button at top of page) Considered easy altering of the unit textures?
Check the weapon settings used by the goliath. The Scan Filters fields and Target Sorts determine target prioritisation. Weapons can always be conditionally disabled by buffs that use validators such as an Ennumerate Area.
Still the backswing should be the solution for the firing at one.
I'll try to get some tests running. From what I've already tested, this double fire "bug" is really easily reproduced in the BC, I still dont know why. Surprisingly, while testing it at very low speeds, i checked that the "linked cooldown" feature is not working and backswing is ignored (WTF?). I've alreay tried at looking athe the goliath and toyed with Scan Filters and Targets sorts (nothing worked). Tried to use the same markers, still doesn't work. Also various workarounds, toying with the turret, etc. However thanks to you now I have a fully working goliath that move-shoots in ground but has to stop to target air (and can be upgraded) XDD.
I've also tested setting a behavior that disables the weapon for the backswing duration, still doesn't work. Linked cooldown seems to be broken and could be the main cause. Once "only fire at attack target" and "only fire while attacking" are both unchecked, the "bug" happens.
Odd since the standard BC weapons have a backswing and use attach methods to choose which gun to shoot from.
Linked cooldown only applies to weapons that have a shared Cost: Cost - Cooldown - Link string and can even be linked to abilities.
Goliath in the liberty campaign has an upgrades weapon that allows simultaneous air and ground shooting as opposed to single targets at a time.
The Only Fire At Attack Target means only the target of the Attack Ability can be hit. The Only Fire While Attacking flag prevents a weapon from firing unless the unit is using the Attack ability.
Rollback Post to RevisionRollBack
Contribute to the wiki (Wiki button at top of page) Considered easy altering of the unit textures?
Odd since the standard BC weapons have a backswing and use attach methods to choose which gun to shoot from.
Linked cooldown only applies to weapons that have a shared Cost: Cost - Cooldown - Link string and can even be linked to abilities.
Goliath in the liberty campaign has an upgrades weapon that allows simultaneous air and ground shooting as opposed to single targets at a time.
The Only Fire At Attack Target means only the target of the Attack Ability can be hit. The Only Fire While Attacking flag prevents a weapon from firing unless the unit is using the Attack ability.
Yeah, pretty weird. I looked upon the Goliath, but it seems to be using the same flags I used on BCs, but it works differently.
My guess is that there is a conflict. If you want to get a unit to move and shoot and the same time, you have to uncheck the same flags (Only Fire At Attack Target and Only Fire while attacking) that are also modified to have both weapons to fire at the same time based on the GOliath's upgrade. So it might be a side effect of it. Since basically no unit uses moving as shooting method except phoenixes, it might have been overlooked completely.
My guess is that the only real method is to use charges as a workaround. I've already tested some things without result, but I'll try to keep going. I've been told by some redditor that the got that fixed in a map they made, but I'm a bit skeptical.
This is literally the -exact- same problem I'm having with a mod I'm working on. I was going to make a thread, but this just happened to be on the front page X-D
The issue with "Only Fire At Attack Target" and "Only Fire While Attacking" is that they seem to disable the ability to attack while moving.
I tried adding an effect on the launch missile for each weapon that applies a behavior that disables the other weapon as the ammo owner effect. Apparently the game doesn't like such effects as this caused the game to crash upon entering the range to attack another unit.
Then I tried getting rid of the BC's weapons and adding behaviors to the BC that give it its AA weapon while its target is an air unit, and give it its ground weapon when it's targeting a ground unit. For some reason this only allowed the BC to target ground units. Same thing trying to apply the weapon disabling behaviors to the unit itself and using switch effects to the same extent.
This is really an annoying issue. The only way I can think of getting around it is just using a single weapon that attacks ground and air, but that looks weird and makes it a pain if you want different damage values for air and ground. Hopefully this can get figured out!
Yeah, I tried using a target-based Switch, putting target-based behaviors on the unit itself, the post effect behavior you mentioned, set effects for launch missile and disabling the other weapon, all to no avail.
Is there some way to actually remove a weapon from a unit? I know there's a way to add a weapon. A way to limit the number of targets would be something to look at, or a way to change the weapon options with a behavior or effect.
Still haven't been able to make it work. Tried a Switch effect based off of the "Target is Ground" validator that gives the BC it's AG weapon for the case effect and the default effect giving the BC its AA weapon.
Ah, like the goliath with the lanzer torpedoes and gatling cannon.
With campaign upgrade it allow the goliath to fire both weapon.
Or maybe like the Colossus, you know with the attack air / attack ground weapon.
Or maybe you can add unit(s) with different weapon to follow you?
Like Karax Servitors Weapon.
Or perhaps add hangar like the protoss carrier.
As stated some posts above, the big problem is that unchecking the 2 markers that are needed to make a unit attack and move (Only Fire At Attack Target and Only Fire while attacking) enable free multi-fire at the same time. Probably this is caused by some minor error when coding, since the game was obviously designed to actually stop and shoot with each unit, instead of autofiring. Every exemple you quoted doesn't allow shooting movement.
Hi guys!
I'm again requesting some help to the forums. This should be a relatively simple question to more experienced users.
I'm currently toying around with units that have multiple weapons and simultaneous use. So far, I've had no many problems and olders posts have helped me a ton. However, now I've encountered a problem with a modification I've been testing.
In this case, I'm modifying a 2 weapon unit (Battlecruiser) to be able to fire while moving. So far, it has worked pretty well, but I'm unable to restrict which weapons are able to fire at the same time. With my modified BC I want to be able to fire while moving (within a certain angle) but restrict so only 1 weapon is used at a time. Right now, If I modify both Battlecriuser weapons to allow to fire on the move, it suddenly can fire both weapons at the same time, while it should only be firing 1.
The following flags have been modifyied in that weapons:
Bacskwing and cast points have not been touched. Linked Cooldown is checked. Combat information, Behaviors or turret are not modified.
Multiple weapon bugs and malfunctions are relatively commons since they are a bit tricky sometimes, it would be nice if someone could hep with this.
You need a backswing.
What you mean by angle?
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
Backswing is default 0.5, I haven't changed it, as specified on the post, for both weapons. I checked it before commiting to changes since it's known that it's pretty problematic.
Angle is arc of attack XD. Both weapons have exactly the same stats and values (except effect obviousy).
Also tested messing around with various flags, and tried the "channeling" flag. Nothing really works, the Battlecruiers effectively turned into a multishot unit. Only the flags that are relevant to shoot while moving where touched.
Ah so not a side turret.
Thought you had both weapons firing simultaneously. A backswing prevents another weapon firing for that period. Are you wanting a weapon preference?
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
Sorry, I might have worded it wrong. It's just that, I have both weapons firing simultaneously despite that I have a backswing set as you indicated. I just added some arc of firing to increfase micro slightly.
I only want 1 weapon firing at a time, which shouldn't be the case. I think that the fact that one weapon is ground and the other one is air could also be influencing it.
I'd like to know how to limit how many weapons can be used at a time, and which ones (If possible). I'm also intesrested on setting weapon preferences if you can help it too :D (for future testings with multiweapons).
Check the weapon settings used by the goliath. The Scan Filters fields and Target Sorts determine target prioritisation. Weapons can always be conditionally disabled by buffs that use validators such as an Ennumerate Area.
Still the backswing should be the solution for the firing at one.
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'll try to get some tests running. From what I've already tested, this double fire "bug" is really easily reproduced in the BC, I still dont know why. Surprisingly, while testing it at very low speeds, i checked that the "linked cooldown" feature is not working and backswing is ignored (WTF?). I've alreay tried at looking athe the goliath and toyed with Scan Filters and Targets sorts (nothing worked). Tried to use the same markers, still doesn't work. Also various workarounds, toying with the turret, etc. However thanks to you now I have a fully working goliath that move-shoots in ground but has to stop to target air (and can be upgraded) XDD.
I've also tested setting a behavior that disables the weapon for the backswing duration, still doesn't work. Linked cooldown seems to be broken and could be the main cause. Once "only fire at attack target" and "only fire while attacking" are both unchecked, the "bug" happens.
I can't understand what is causing this bug.
Odd since the standard BC weapons have a backswing and use attach methods to choose which gun to shoot from.
Linked cooldown only applies to weapons that have a shared Cost: Cost - Cooldown - Link string and can even be linked to abilities.
Goliath in the liberty campaign has an upgrades weapon that allows simultaneous air and ground shooting as opposed to single targets at a time.
The Only Fire At Attack Target means only the target of the Attack Ability can be hit. The Only Fire While Attacking flag prevents a weapon from firing unless the unit is using the Attack ability.
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
Yeah, pretty weird. I looked upon the Goliath, but it seems to be using the same flags I used on BCs, but it works differently.
My guess is that there is a conflict. If you want to get a unit to move and shoot and the same time, you have to uncheck the same flags (Only Fire At Attack Target and Only Fire while attacking) that are also modified to have both weapons to fire at the same time based on the GOliath's upgrade. So it might be a side effect of it. Since basically no unit uses moving as shooting method except phoenixes, it might have been overlooked completely.
My guess is that the only real method is to use charges as a workaround. I've already tested some things without result, but I'll try to keep going. I've been told by some redditor that the got that fixed in a map they made, but I'm a bit skeptical.
Do not forget the Diamondbacks.
You could also use the Post Effect Behavior - Behavior to apply a buff that disables stuff.
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 literally the -exact- same problem I'm having with a mod I'm working on. I was going to make a thread, but this just happened to be on the front page X-D
The issue with "Only Fire At Attack Target" and "Only Fire While Attacking" is that they seem to disable the ability to attack while moving.
I tried adding an effect on the launch missile for each weapon that applies a behavior that disables the other weapon as the ammo owner effect. Apparently the game doesn't like such effects as this caused the game to crash upon entering the range to attack another unit.
Then I tried getting rid of the BC's weapons and adding behaviors to the BC that give it its AA weapon while its target is an air unit, and give it its ground weapon when it's targeting a ground unit. For some reason this only allowed the BC to target ground units. Same thing trying to apply the weapon disabling behaviors to the unit itself and using switch effects to the same extent.
This is really an annoying issue. The only way I can think of getting around it is just using a single weapon that attacks ground and air, but that looks weird and makes it a pain if you want different damage values for air and ground. Hopefully this can get figured out!
Tried using a Switch effect?
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
@DrSuperEvil: Go
Yeah, I tried using a target-based Switch, putting target-based behaviors on the unit itself, the post effect behavior you mentioned, set effects for launch missile and disabling the other weapon, all to no avail.
Is there some way to actually remove a weapon from a unit? I know there's a way to add a weapon. A way to limit the number of targets would be something to look at, or a way to change the weapon options with a behavior or effect.
Behaviours can add a weapon so simply disable the behaviour adding it.
As stated previously a Switch effect is what you want as that can conditionally use different effect trees.
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
@DrSuperEvil: Go
Still haven't been able to make it work. Tried a Switch effect based off of the "Target is Ground" validator that gives the BC it's AG weapon for the case effect and the default effect giving the BC its AA weapon.
Ah, like the goliath with the lanzer torpedoes and gatling cannon.
With campaign upgrade it allow the goliath to fire both weapon.
Or maybe like the Colossus, you know with the attack air / attack ground weapon.
Or maybe you can add unit(s) with different weapon to follow you?
Like Karax Servitors Weapon.
Or perhaps add hangar like the protoss carrier.
My projects : The Hammer of Dawn, Noir : Automata, Noir : Evolution, Noir : Ascension, Hammer of Dawn Revamp
Many awesome projects : Custom Campaign Initiative
Something for the community : A Small Letter of Thanks, SC2mapster Classic Skin - Alevice
As stated some posts above, the big problem is that unchecking the 2 markers that are needed to make a unit attack and move (Only Fire At Attack Target and Only Fire while attacking) enable free multi-fire at the same time. Probably this is caused by some minor error when coding, since the game was obviously designed to actually stop and shoot with each unit, instead of autofiring. Every exemple you quoted doesn't allow shooting movement.
I'm just giving a look at this, with no results so far. http://us.battle.net/forums/en/sc2/topic/20747646558